#enfusion_model
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Anyone have any ideas of where to look? So far there's no guide to armor modding on the reforger page
For turning my hat into a wearable asset?
Alright so I took a cube in blender, did some box modelling, for the basic shape, brought it into zbrush for sculpting and add stitching and the embossed letters. Then I took it into instant-mesh to create an easy low-poly. Then I slapped it into blender to create uv's, then I brought it into 3ds max to check everything to make sure the texile density was proper. Adjusted the uv's, then slapped a xform modifier on it and adjusted the pivot. I then baked the textures in marmoset, then took everything and compiled it in photoshop. Painted the mesh pattern, applied the pattern to each of the sides and inverted the selection to get a proper alpha channel out of it.
https://i.imgur.com/jjebaQg.png
It was a long day yesterday and I've been messing around too much in enfusion trying to figure things out.
Is there a guide that will point me in the right direction?
The model is in game ready to be worn by the boys.
if i follow the weapon modding guide will that get me started enough to then tackle a hat? ๐คฃ
could have just told me to go look in resources there's a tutorial right there to do helmet mods lmao
im tryn basicly the same as you @daring blade
ahh okay yeah this is the video https://youtu.be/rCrO5VmcYVM
It's unlisted and not even named correctly lol
Ok, having 2 problems atm.
Pink should no exist because of no weights painted.
Green is one that I'm fighting for 2 h
@narrow chasm yep gotta skin it to a skeleton basically and follow the tutorial
Have you weighted the green 100% to the chest?
then work your way up from that
the pink is having the issue because of no weights painted
The green I would just pull the geometry out a little so the body isn't clipping. Weights look fine on the tunic. The model in that area is just a little too small for the underbody. SO just pull the geometry out a little and BOOM!
On it!
dam, that looks good, always liked this type of US hat
reimported arma content?
Getting some Oorah vibes ๐
no
Very cool
That would be a weight paint issue haha
Dumb question but how do i snap to the player when i press play in the editor?
check this.
Nice ๐
Hello, I can't get my object to show up in the Zeus (Game master), what is needed to have it showing up ?
Hello, I am back with another question how would I fix this? I looked around and ultimately couldn't find anything. It could be something with the model cause I quickly made this, and because of that I may have missed something in blender
mm cant get a helmet to import with its bones...
Check for bones first, few hours ago i just have been guided that model should have 163 of them
Just make sure in 1st place
has zero for some reason they are not importing with it lol
Bendy knee, don't fcuk with me
my Helmet resets everytime i spawn it
check for widow or vergy skeleton on this channel
Guys, how to add another texture to same model
im not able to duplicate model
If memory serves, you can change the material via prefab? I am not at the PC. About to head to work for the day, good luck with it
Does anyone know how to move the scene_root? https://gyazo.com/cbec576e2837785c61ca1fe0e0a94a61
Does anyone know why my models get imported upside down?
theres any tutorial on how to import vehicles?
Okay guys I got now proper Skeleton used, I got weighting done, I exported model, impoted into enfusion
checked how many bones i got
and the problem is still there
anyone have a clue how to fix it?
what do you mean by that? in blender it seems correct
I am trying already second day to fix this problem and it just doesnt want to be resolved...
You found a way?
Make sure you uncheck leaf bones and set the smoothing to edge.
when exporting
i will be back in 5, once i try to report the outcome
just to confirm
when I export the model, i must select the skelet too? After weighting?
the problem is still there
even after doing what you said
it keeps following me, but doesnt stick to body, nothing
and its reverse too ๐
where do I get the sample model for adjusting proportions?
If it is just floating then there has to be a weighting issue.
I did the automatic weighting and it says its being done, since i dont have a clue how to do it
give me second
Hmmmm
@daring blade you can use that one for proportions
Ahh okay! Awesome
Wait where is that located?
Samples downloaded from Arma Reforger website (Link to GitHub) > SampleMod_NewCharacter>Assets>Characters>SampleCharacter
See I never do automatic weights. I data transfer all mine.
that one
uh thats gonna kill me haha
thanks so much, I was looking all over on the bohemia wiki thing lol
i dont know anything about weighting
never thought to look on their actual website
Blender 2.8.3 Tutorial The Best Way to Transfer Weight Paint Between Rig Clothes and Other Meshes
A Tutorial on how to Quickly Transfer Weight Paint in Blender
Twitch Channel:
https://www.twitch.tv/vi6_d_dark_king
Subscribestar
https://www.subscribestar.com/vi6ddarkking
Patreon
https://www.patreon.com/VI6DDARKKING Let's Play Frostpunk
Bitc...
yeah i saw that but i dont get the point, I need some explanation why do we paint specific parts for what reason etc so would know to do it on my model
I am Game Developer hahah sadly not an 3d Artis
No no that is a video showing how to data transfer them. No need to paint anything.
How do i change the optics recoil to be vertical instead of horizontal?
so what is actualy data transfer for models?
@calm rune if i got it right, i do automatic weight than i do data transfer
or shoud i go directly to data transfer
even tho i importet the bones correctly i get thishttps://media.discordapp.net/attachments/959775852596461618/978059400507957308/unknown.png
i mean i do still need bones within enfusion
i can feel you bro
hahaha
have a problem already for 2 days
OOf
where to see that Tutorial Video
can i get link?
all I used, is a chat with someone to get my model exported rigged and everything into enfusion ahhaha
Any clues? the recoil is just violently horizontal but only with the optics on it
i do believe you need to attach a Armature modifier to your model
Armature modifier
select depency bone to your model
do not apply
that's what i did for the weapons i imported
You mean me or rick?
both
bones are importing into enfusion without weight data
but how does the armature modifier change the recoil of a sight?
bleh i misread teh post, sorry patrick
np ^^
for your problem, this might be located in your scope prefab
tho that is strange because recoil is dependent of the weapons, not the scope
the vanilla M14 with the optics seems to perform just fine
the weapon has no changed recoil values
did you made a duplicate of an existing scope or made one from scratch by using a base prefab ?
made one from scratch
^there we go, open a vanilla scope prefab and compare it to yours, you might have some different value that is wrecking everything
and applied the components needed, especially "SCR_"DPIPSightsComponetn"
yep let me check
so i basically got highly inspired by the vanilla scope, so there shouldnt be much different
almost done https://i.imgur.com/XdPSfdW.png
MuzzleComponet - aim modifiers - recoil
in import setting try "Export Scene Hierarchy"
how do you hide ur helmet when ur using ur sights? as mine gets in my face so u cant see where ur aiming lol
tried, not working
i tried also with headgear
following tutorial
something i do wrong
what do I , god knows
are you using Blender ?
yeah
i followed video, i did everything, Automatic weighting also
checked everything what video said
but it is just denying to work
hey I tried to make the collision of the mesh, exported succesfully in to Enfusion with the propper Emat and physic material, but i dont get it to collide with the player in the map editor
that's the mesh Im working with
any idea?
Add rigid body component?
it was that, thank you!
Amogus
how do i get the memory points to be children of w_root? is there something i'm missing here?
alright guys new to blender here, how do I just click on the bone to see if the weights are painted to it?
It's just kinda doing nothing
you paint vertex weights onto vertex groups on the mesh you want to be deformed by the bone
yep
so when it's 99.9% applied to Head, how do I click the head bone to move to check and see if those vertex groups are doing what they're doing
if you're in weight paint mode simply clicking on the vertex group will show you what is influenced by that vertex group
posing the mesh also works when you go back into weight paint mode
object mode, edit mode, weight paint mode, what ever how do I get to pose mode? XD
where you normally click to change to edit mode
There's also a partnered blender discord if you need help with the basics
select the rig and only the rig
Partnered with discord
I'm just clicking the rig idk I'm not trying to wait for the stars to align and then spin 360 degrees and tap my nose
that's not the rig
that's a bone
the rig has this icon
select your rig and change to pose mode, then you can select the head bone and adjust it accordingly.
np
It's working ๐
Okay is there a fill option when painting verts? or like apply to all 100%?
you can do that from edit mode by assigning vertices to a vertex group
that will set the vertex's influence to 100% on that group
ahhh okay so like this https://i.imgur.com/4NwENLg.png
yes
sweet thanks again
can you tell me how you managed to do that ?
also for some reason my bones position have to be changed drasticaly, when i put a weapon on the map everything is out of place
but not when it's in preview
i had to parent the memory points to the w_root bone
Icant export this,it say no mine mesh
something even the example doesn't do
i'm going to import a more complex mesh though for actually trying to make a working prefab
i just wanted something easy haha
think of weight painting as your muscles and bones as well your bones lol you need muscles to move and make smooth transitions is the best way I can describe it it's mainly needed everything needs it but it depends on the type of model if it's only going in one directions you don't need to modify the weights it can be a straight solid color but something more complex like a body or clothing needs to be weight painted since it needs to look smooth and stretchy
tutorial revolvo
anyone know how to fix this issue
how do i open a FBX in workbench?
right click it - register and import
either add it to your addons folder and right click it to register and import or by using the import dialog at the bottom
got it thank you
Alright so I'm making this hat right, how do I make it so that it's not in the view of the player? xD
https://i.imgur.com/vD05qFg.png I've tried messing with these settings on the material
I'd imagine it's something to do with the layer
you can apply textures yes, but you will have to have a material slot for that texture to assign to
i am once again asking if any one has found a way to hide the helmet in first person so it doesnt fuck with the camera
Do you guys know any opacity maps for glass?
I'm also asking the same question haha
are the helmets in the base game not invisible in first person?
idk i just followed the recommendation to replace a ingame model so i figured it would still have the same settings
bro I doubt you've had this issue playing the base game lol https://i.imgur.com/3yJ5O3a.png
i imagine there's some kind of occlusion happening somewhere in a scripted component
There's an override meshes to hide, area occluders, but they're drop down addons with a text field, and I wouldn't know what to add in there lol
If it's obvious somewhere I'm sorry I just don't see it
you could type in the name of the mesh into the text field maybe
perhaps it just checks for the name or something
You need to assign a opacity texture to the material and check 2 boxes in the opacity settings
https://i.imgur.com/vD05qFg.png these two?
yes
yeah they still don't hide the object ๐ฆ
is there a opacity texture
yes
then its a prefab issue
hmm
I made the opacity map and it doesnt even work for my model
one of the components is used to apply the opacity
make sure there is a material paramitic or something component
I took the PASGT helmet base prefab to test
Gonna import this gear into Arma reforger
Essentially
Do not fear, bozo patrol is here
Yeah like I said I can't f ind it anywhere in this prefab, I have no idea what I am looking for
I tried messing with that it just changes the thickness of the mask
It was default to 0
is your mesh material accepting alpha
Yes
i've really got no idea that's all i had rip
why are your textures named so weird
IDEK
i imported them into my files and workbench added that text infront of my filenames
they normal in there though
So I checked the helmet and I see how they did it now lmao https://i.imgur.com/zKi1twd.png
It could be your export settings from what ever program you're making the glass in. That's so weird lol
yeah textures need to be 512, 1024, 2048, 4096 etc lol
So I've found a wonderful fix for people wearing my hat
I've made a front, back, side, and sideways varients. x'D
make it to where holding the button changes the rotation on the fly so you can make your hat helicopter
run up to people with your hat spinning in circles
There's a thing that doesn't show models when wearing in first person
well scroll up we explored a bunch of em already
what img ext are supported?
I would just stick to the basics, png, tga, tiff
it keeps saying my textures are corrupted or unsupported even though they are pngs
ima try tga
did you change the size of the image to what we said?
danng
is it giving you the same error or a different error
it automatically put a black bar in my texture
and then this weird gradient
unfortunately my opac map still doesnt work
The texture needs to be tilable too so square
my textures are a 1024x1024 single colour square
one is light blue and the opacity map is a gray for right now
why is this texture you sent 646 x 416
its just a screen shot of the imported BCR texture zoomed in
because it isnt a single colour anymore
its that weird colour gradient
what program are you using the save textures?
No no, I would just try gimp if anything lol
paint.net would work, although it would be helpful if you'd established your file size before starting
trying to resize a canvas to a power of 2 and then moving everything around sounds like a hassle, probably better to just do it again
especially if you aren't familiar with the program
I'm familiar with paint, My texture is literally just blue so nothing to move around... I just don't understand why the TGA is screwed up
did you like, change anything before you exported as tga?
nope lol
cause otherwise the dimensions should be exactly the same
Just so everyone knows you can make brand new grenades
b o o l e t s

tactical el gato
can you make a small crewmate that flashbangs you on impact
quality LODs
if you need a dumb hat that says bamf on it lmk xD
whats the naming convention for the collision meshes? i named it UCL_cylinder but didnt seem to come in with mesh lol
UCX_Nameyouwant
that did it cheers
pins has the name schema
make sure you check for errors cause UCL might've failed because your cylinder wasn't cylindrical enough
whats the invalid layermask mean in the clliders bit?
not sure
So after I've modelled and everything is wearable on the character. How do I send this to people?
mm how do u hide the helmet u have on from ur camera view? seems like the other helmets do this.
worked out it. added the opacity mask that is on the other helmets lol
how do i make transparent "windows"?
axis dominance between blender and enfusion is super annoying
I keep having my memory points come in at a 90 degree offset lol
this channel is called enfusion_model_makers with an emphasis on makers so my answer is valid. Best way to make sure a character mesh fits to both the bespoke skeleton and the template mesh is to actually make it on your own.
secondly, we are seeing an alarmingly number of ripped and/or downloaded content (despite the license not allowing redistribution) being used for various mods
Do not confuse my moderator status with my model maker status, also do not confuse helping people make stuff with helping people solving issues they have created by themselves while using meshes they didnโt make on their own
I agree with about 30% of what you said, carry on.
it is still 100% irrelevant what you agree with
Hello 3D artist here ๐ anyone know where to get the arma reforged character model at so I can create equipment for mods? Not sure if this is the appropriate channel to ask but thought Iโd give it a shot.
That is your opinion.
@sly bridge question for you, as far as PBR masking goes, do you know how to create masks for specular and roughness? Or do I have to seperate metallic materials from nonmetallic materials?
i donโt get the question. PBR method used by enfusion is metal-roughness, afaik there is no specular in the mix. The metalness map defines what is and what isnโt metal
full black is non-metal
That's where my question lies, I can find a modifier for roughness scale but not somewhere to actually insert a metalness map
Only BCR, opacity, and NMO
M from NMO = metalness
to not see your helmet in FP for anyone make sure to have headclipping on your opacity map
as well as both alphas checked
ah ok, i was misunderstanding what to slot into NMO, thank you
I thought it was XYZ data for normals or something similar
Substance painter export setting for enfusion. If you use subtance that is. @plucky rover
so it is RGBA texture, where R+G- normals x+y, B - metalness, A - AO
Thank you @sly bridge
ah ok, that's certainly going to be hell to actually do using anything other than substance
itโs on the wiki, but as i am on the phone, youโll need to search that yourself
I've been having a horrible time actually trying to find anything on the wiki but i'll try to scour it again
a lot of tutorial links go nowhere
not really, i have already did quite a few conversions for my older rhs A3 files directly in photoshop, for the content i textured in quixel before substance even was a thing
well, the two i clicked anyway
I can try to do it using photoshop but i thought photoshop used 3 axis normals
not for texture creation, but for texture assembly. You can set a layer to fill just a single channel
as you can have a project done where you exported the project texture files, but you then need to assemble the enfusion BCR / NMO files, and that is pretty much easy to do in PS
even for content that was made using pbr spec gloss for instance
ah yes.
tutorials.
I'll figure out a way to do 2 axis normals that's manageable, and you gave me the channels so I can do the compositing in PS like you said anyway
Get a student license
so BCR is just the color data for the mesh, right? or does the alpha channel get used for something else
if i was a student, i would get a student license.
Im on my 2nd year of student license since you can renew each year
I am not a student. Not officially anyway
I Just put "Selftaught" in the school name. Or "Homeschooling"
BCR - RGB - albedo, A - roughness
BCR - stands for base color roughness
alright cool, thank you.
so BCR is base color roughness, and I'm assuming NMO is normal metalness and occlusion?
also note that the workbench has tooltips if you hold 2s mouse over things
quite useful
I had noticed the tooltips!
yes
just not all of them are very good.
so did you happen to have a method for converting 3 axis normals to 2 axis normals?
?
you just remove the blue channel
done
ez
that works?
alright
didn't realize you could just trash an entire axis with no consequences
iirc its how all Dx normals are, i could be wrong but only openGL normals come with a blue channel that means anything
its rebuilt in-engine normally
this was a 3ds project so it could possibly be opengl normals
guess i'll find out when they look scuffed as fuck
๐ณ
why importing vehicles need so much things?
on arma 3 was faster and you needed less things
itโs not more things, itโs different pipeline
i had been like for 8 hours trying to understand how it works
im making the animations from 0 becouse all animations doesnt work
bc everyone is vehicle dependent
things do be a bit crazy
Keep at it champ, you'll figure it out
Hello, I can't get my prefab to show up into the Zeus, what is the key thing to get it showing up ?
does anyone know how to add peaceable entity to the zeus object list? ive created new flag post prefab and added it to the Configs\Editor\PlaceableEntities\Objects\Structures_Military.conf that i override in my project but despite that i dont see new object on the list (in game)
hehe same issue
aint gonna work as im talking about adding flag post to the zeus list of objects that he can spawn
its odd cuz i did it same way as i did addition of soldiers (which works) but for some reason adding peaceable entity doesnt ๐คทโโ๏ธ
You donโt understand his issue ๐
Like almost everything here ๐
My bad!
Would model makers want a video on everything I have currently learned
All the player outfits and slots, arsenal stuff, making new grenades, and just general stuff to know as well as how to weight paint and what to look for when making a new piece of gear
someone has been able to import a vehicle?
It's quite easy to import a vehicle, the only drastic change is animations but it's not exactly mandatory
if you want to match the default vehicles quality and level of detail then yeah, you'll need to make custom ones
im having problem with the animations
when i add the animation to open doors for some reason the interior goes down with the colliders and the car breaks
It's probably the armature, make sure it's setup correctly
check for the blender bug and see if you have an extra root bone on it
Armature is not going to affect you if you are making custom anims
how did you tried to add animations btw? Did you created new animation workspace?
yes
i made a new entire workspace
and added manually every animation
i havent made custom anims yet, but probably will do
Am I the only one who can't reimport .fbx or textures in enfusion tools? And I have to delete and re-add objects each time instead of reimport with "reimport" button
the anim works well with that exception that all colliders go to the floor and that the
interior goes a bit down
how did you skinned/rigged collider?
some i just ctrl+C the ones from the sample and then i moved the vertex
and other 2 i copied the segment and erased almost all vertex making it low poly and then renamed the object
and what type of colliders are those? If they are not UTM, then you have to use relations in Blender https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation#Setting_skeleton_.26_rigging_mesh
all the ones i added are UTM
theres no message on the workbench that something was skinned to root bone
How do i export the model with textures from blender into enfusion?
can you share some pics how your model look like?
yes
and are your colliders skinned to something then?
and are skinned to root bone?
didnt checked
there are some that are not utm but they are ctrl+c ctrl+v from sample
im taking photos
Any Idea why some faces are like "one-ways" https://imgur.com/a/NKn06JU
Normals are flipped probably
^that
try invert them
Ahh, ok
Works, thank you ๐
and how does it look in game?
when im not inside it, its perfect
when i go up it messes
depending on which animation i put on my workspace is how mess is
im opening game
The materials are always just plain white
did you used export profiles when doing like door or steering wheel animations?
Perhaps your animations are all mixing each other
if you are doing i.e. door animation, you only want to export door bone transformations
How do you guys reimport .fbx (or .xob) into workbench if you made changes in model and exported .fbx?
im using uaz animations
that is not going to work
(the doors are diferent color becouse i put different material to test color)
thats for door opening
UAZ have different bone positions and things like that - you have to make animations for everything from scratch
https://imgur.com/6hwb3qY this is only using samples animations
again, you have to make ALL animations from scratch unless skeleton is identical (position wise) on both models
oh ok :C
samples animation works well for everything except the wheels :c
and the trunk
which i fix moving it to v_body
It works. Now only need to make proper textures for this scope
Where can I apply a texture to a material?
well i will have to animate all cars i will import :P
And also one with illuminated reticle
Nice and we gonna have some problem with other scope like i've made a scope for my weapon its working but when i put the ARII in my weapon its bugged i see the bottom
that why its bugged in fact we need to adjust the optic for a specific gun
it's beautiful when i see something in substance painter its the same in the game
isn't it enough to just move camera higher as I explained yesterday? I think it'd work for every gun you put it on
Yes and no like if you made an optic for the m16 and after attach it to the ak it's gonna be broken again
I'll try that
there is bug with Pivot ID & PIP optics - you can use "Offset" instead of Pivot ID for the time being
This almost seems like an oversight, in A3 you just configure the optic separately and with the jointrails its attachable and works with every gun in the game mod or not.
or its just not in game yet
like suppressor
moving camera up is not proper solution
Thats actually a thing I haven't understood yet with Reforger, with the prefabs. Can I not pickup a barebones gun in the arsenal and attach whatever attachments I want? Or do I have to select a prefab with the attachments I want?
Like I saw on your stream the other day @tidal latch You made 5 prefabs for the exact same gun, just different attachment setups.
What I've found yesterday is that position of PIP camera is determined by Camera Point in 2DSights settings of SCR_2DPIPSightsComponent
you can attach optics in game
You can attach all optic you want u just need to accept the attachment categorie
that's not correct observation
so 1 optic prefab for 1 weapon
Guess I havent found where this is, because my modded gun can only attach/detach the scope I put in the attachment component prefab
so if you want the ARII on your weapon u need to duplicate the prefab and setting correctly
well, that's how that works. If you move it back in Z axis you'll have camera behind the scope, therefore you'll be able to see scope twice
Yeah alright so it does work how I thought it did then
i've make custom attachment like grips/suppressor
Same
let me check
yes, but you are taking wrong conclusion from that
camera position should be at the end of the scope - where outer glass is
I try that but get a super glitched sightpicture that floats waaay below my gun
if you see inside of the weapon, that is because of the Pivot ID bug
Ah alright thats why then ๐
That's what I mean
I suspect it's not a correct way to set it, but for now it seems to be the only one working
https://i.imgur.com/BP1ePpK.jpg Here is my sightpicture with the camera position where its supposed to be, right at the center end of my scope.
if you will set Offset in the weapon, instead of Pivot ID, then camera will be in correct position
Still I am able to see the underside of my suppressor ๐
I will try that as well thanks!
but move the offset move the position of the optic
yes, notice that Pivot ID is not used - optic itself is positioned ONLY via offset
Hopefully I can get some help. I want to start making mods, I'm a beginner but want to try small. Question is... how do I access the modding tools? I can't find them anywhere. Not gamemaster, but actual modding tools.
By default steam doesn't show such things in your library. There should be a checkbox in a dropdown menu above the list of all games you have that says tools or something like that
Fixed: Inherit prefab in addon action disabled on read-only data
LETS GOOOOO I WAS WAITING THAT!! Ty BI
no more creating prefab for just changing uaz colors xD
Thank you so much!
Hello, there really is no way to change the position of scene_root in a skeleton?
@bright raft i love your mk18 ๐
There is a way to add textures to prefabs that use same model ?
I mean multiple textures ?
Thank you :)))
Hey, where exactly can I set the .gamemat for my colliders in blender?
oh thx have seen that but I canยดt choose anything in the two menus. It sayยดs only "none"
have you followed the installation steps?
I will look it up again ๐
Im new to Blender an 3D modelling but since its a new game and i love learning new stuff, im trying to create Models for Arma, i noticed that Polycount is a thing and want to ask what amount is the best or maximum i should use ? And Polycount are these only vertices or other things aswell ?
best bet is to check against vanilla content
Polycount is the number of triangles, not verts
not necessarily
if a model is not triangulated, polygon count will be different from triangle count
this ^
usually you should just go by triangle count
I don't think we've had any official guidelines for reforger models yet
it also depends on engine, vert count is just as usable, and that's one of the reasons you usually have both displayed (tris and verts)
The triangle count is relevant
Not the number of faces
And with polycount
As low as possible while preserving the level of detail you want
you can learn from existing assets
Weapons :
AK = 15 926 faces (triangulates)
M24 = 19 715 faces (triangulates)
M16 = 14 325 faces (triangulates without handguard)
SVD = 19 081 faces (triangulates)
Vehicles :
BTR body = 165 016 faces (triangulates)
UAZ469 = 78 121 faces (triangulates)
Normals, diffuse and AO will help you get details without geo
Ak is Def more than 5k
Ok thanks alot to all for helping ๐
You sure about the BTR body? When i looked at it lod 0 was 165k vertices
i'm stupid 1 minute
this one is better as you can see polycount per LODs
updated
btw. we have #enfusion_blender_tools so ask EBT related questions there please ๐
updated
Sick
ok thx ๐
IS THAT A SUPRAA
๐
the interactions are set through the actions manager component, btw, you have to know that you need to animate the wheels to import the car.
with actions manager you can set to enter the car, turn on engine, exit, change position, etc.
Fixed it! ๐ thx
Ok thx but where is action manager? ๐
you set it on the prefab
@glacial bobcatwhere is the car file from?
the 3d model ?
yes
asseto corsa
where did you get the file from then?
@glacial bobcatfigured...
so, do not use ripped assets for mods
which is what it is
๐
this is gonna be a one time only warning, such files will be removed from both this discord and from any workshop page
@swift gobletwhere is that volvo 3d model from?
so you can delete 3/4 of the cars that will be the workshop because most come from similar sites, you weren't as boring on arma 3, whatever
turbosquid
link please?
oh dear
im using for testing
@sly bridge could you explain me how does the situation with logos and stuff like that looks? For instance as you could see above I'm working on Elcan Specter scope which has a big manufacturer logo on the side.
1,672,719 Vertices```
you are using it as it is?
DAMN
Since you mentioned that. Will content on Workshop be somehow moderated? Asking because there is currently a lot of test stuff there
i used a modificator that makes it low poly
that is precisely what is going to happen
Its also turning people that made arma 3 mods away because there seems to be no moderation
Does somebody have a bone setup for rifles?
They already said it will be heavily and even the star wars mods might get pulled unless 100% custom assets
From my own talk with the devs though, Microsoft stuff seems to be fine because of GCUR
im not planing to put it on the workshop
yes, to my knowledge, it will be directly moderated by BI
Thanks for clarifying
Great thanks for letting us know
Which settings should I have here to export to enfusion? https://imgur.com/a/48P14rG
Custom properties
what is the question
From what I've been told though people have already found a way to load mods without the workshops, but I haven't confirmed
technically you cant use their logo without their permission
I think that logos do not matter much as it is user generated content
i dont know if bohemia is gonna moderate that
And Forward and Up is correct so far?
are we allowed to put logos and trademarks on models?
theres some companies that have licences for game usages
Not so sure about the rest
this isn't official BI stance, but ideally you should contact the company, make sure they are ok with copyright for your non-commercial work. You can however to create your own brand if you wanted to. also, if you check #ip_rights_violations discussion, this is part of the topic
for example, general motors cars allow the usage on videogames only if:
People inside of a GM automobile must wear seatbelts and may not be injured as a result of vehicle operation; pedestrians or animals may not be injured; and automobiles may not incur damage, catch fire, or explode.
You may not depict the GM brand with any of the following:
illegal drug use
sex, nudity
racism
graphic depiction of death, violence, or gore
foul or illicit language
The GM brand may not be depicted in any project involving injury to police.
So what can we do? cars without logo if I understood?
this is with turbosquid models
you create your own 3d models to begin with
like GTA 5
To add to this if I remember correctly ready or not named their EOTech โLEOtechโ so you kinda get the idea not sure if its the same thing but i assume so
you don't have to touch these, you're good to go with defaults
no, i mean like not using model ripped from games, as @glacial bobcat just tried to
rip
rip indeed
Literally AND figuratively
sure, I'll check what's there. Will also try to contact Raytheon and ask whether they are fine with usage of their IP
Pufu are we allowed to take the models of the helicopters of Arma 3 into Reforger?
like the huron
no, only from licensed data packages
make your own
rip is when you do it without permission of the company
Anything thats not either made by you, purchased under a specific licence or with written permission you cant
Yea but their not gonna give their models away
Arma 3 Licensed Data Packs have not been released yet, so there is no legal way to even get the model source files; let alone a legal way to port them.
based
so you will release it?
bohemia cleaning up the trash
ripped shit is usually god awful anyways, no lods, poor materials
good riddance
yeah, for millitary vehicles, and in general for military gear
It is likely the A3 LDP will be released at some point.
And you do not have permission, and you also cannot even access the source files. So even if you had permission you couldn't do it.
So the answer is obviously no
And the GCUR will make all cod models usable when the Activision purchase goes through
of course but you could launch it as you did with Take On Helicopters Data Pack or Arma Licensed Data Pack
wrong, the asseto model I have has 3 lods and good textures
good textures are not good mats
Yeah but optimised for a different engine
I only know about halo rips. But we can pull all lods from mcc and Infinite.
Whether people use them or not is different tho
That might happen some day, and if it does, and it allows you to port stuff then port away
anyway you have to redo the materials
just create your own models
are you actually continuing this discussion, despite the warnings received? This isn't gmod.
what are you talking about ? I respond to tek who said that the model rips were of poor quality and without lod
thek
the options in regards to models are
- make your own, modding is a hobby, treat it like one
- download free of charge (license allowing it) model from reputable sources, no ripped, no stoled model etc
- buy the models using a license that allows you to inject them into a game engine and redistribute them (most basic license does not allow it most of the time)
about 1.
Remember not use IP
you can inspire by a car, but if it contains IP you cant use it
read the links @true dove posted in #ip_rights_violations
you could have pinned it rather than I don't bother importing everything etc ๐
pinned what?
that it has become forbidden to take game models
Whats funny is on the steam community hub is pictures of people mass porting star wars battle front 2 models and halo models lol
it was always forbidden
oh i didn't know then ๐
halo has a license for non commercial use
now back on topic, and the topic isn't this one, if you wanna carry on, use #other_ip_topics
Best way is to look at mods on nexus, most cod ports have a blurb and all halo mods quote the GCUR
Yes the GCUR
Its not just halo it's all Microsoft IP's
Anyway, to a more on topic point. Has anyone started working on bullpup weapons? I haven't looked at the system yet but I imagine it needs custom animations
Or weapons like an Owen gun with a top mag?
Or an American 180
Anyone working on tracked vehicles atm, was curious if the func for track simulation was working or a placeholder
The sample is a bullpup i think
There are samples? I've just been copying prefabs and replacing models for armors so I didn't look Into weapons
Does this mean we can't retexure ingame models?
do you really intend to filter the models imported and published on the workshop? these impossible these practices will never stop
I asume they will do their best, and repeat offenders will Just get Booted from the workshop.
Hi guys, having a lot of problems, trying to set up the model I have been working with, but the rigging isn't working, I've just tried a few things, wondering if the character template is suitable to set up a Skin Wrap from and is there a way to combine all the body parts together from the character sample, while keeping the Skin modifier with all of the values?
the import represents 90% of the workshop and is used to feed the roleplay servers, the major part of the game sales are made thanks to this gameplay, these kind of kill the community, although I understand that these are not respectful towards the game developers third party
Anyone tried the "Worn Materials Override" in BaseLoadoutClothComponent? It sometimes uses the new material and sometimes the old one.
How can i make my model to follow the terrain? I added land contacts but its not working
Which license has the sample new car?
Why cant the life community learn the creative skills needed to make things from scratch then?
Ty
Idk
I have a Lot of models Made from scratch that I'm planning to use on my life server
I dont have cars, so i downloaded one to test how to import cars into the game, but the cars on my life server Will be Made from scratch
I'm planning to do first the Map, then the scripting and last the vehicles
Time constraints perhaps, work, school, responsibilities etc
๐คท๐ปโโ๏ธ
@mental onyx because not everyone has to learn a job because yes it is a job, of course people have the skills but it's rare, on arma 3 we made mods to make us happy and bring content to the community, so those who have enough motivation to learn modeling good luck to them for my part if we can't import I simply won't do anything ^^
Not everyone has the time, nor the talent, people like to come home from work to play and relax by playing their character, these are an alternative
I hope People do cars for the workshop that doesn't break IP and can be used while i make my life mod
It's just time
At one moment there would be enough vehicles to play
@glacial bobcat @fresh heart those are fair points, but if you dont have time to learn it and you Just want to chill and play the game. Then do Just that then, dont try and make mods that contain illegaly obtained assets that other people put their time and effort into.
well than explain to me how it is fair that people from the Life community are getting bashed. but the people making Star wars mods or Halo mods with stolen content get away or maybe a slap on the wrist ?
There has been some specific stuff I have wanted for the arma franchise for years, but eventually I understood that it was very unlikely to be made by anyone else. So I sat down and commited a couple of hours each day learning the softwares needed and I came out of it with the know how to make decent stuff on my own.
I understand for the people who created his models but they are available for download whether we use them or not they are still there but it's hypocritical, people were very happy to use all the content of the workshop nobody said to no I do not download because it comes from x game
Im not targeting any specific group of players
no it does not the Microsoft licence says that every content retrieved by reverse engineering is not allowed.
do you really intend to filter the models imported and published on the workshop? these impossible these practices will never stop
i do yes, and in fact even if these practices cannot 100% stop, they can surely be limited
he import represents 90% of the workshop and is used to feed the roleplay servers
90% is an exaggeration, but i am well aware of the main culprits.
the major part of the game sales are made thanks to this gameplay
not in the slightest
we also dedicate time and effort, less but we dedicate some for the community
There's a Lot of models that are Made from scratch free of halo
You do, and I appreciate all the time you dedicate into making the game better for everyone. But this is not an excuse to rip assets.
They even tried to make an entire game from scratch of halo
90% No, I'm not exaggerating on the numbers
See for yourself the number of milsim servers and role-playing servers
Free Download, 3d Low-Poly Car model available in 3ds, obj, dae, blend, fbx, mtl and made with Blender.
You get what you pay for I guess ๐
yes, and?
I agree and do not say otherwise
yeah ๐
so, what you are both trying to argue is that using ripped assets should be just fine, because there are lifer users who couldn't care about IP rights, is that it?
IP it's something that you need to have care
I encourage you to try 3d. It is fun and extremely rewarding feeling when you make your visions come true in 3D
considering that this time around the mods are hosted directly by BI, there is a different commitment to keeping the workshop clean and tidy, and free of ripped content. Moreso, it is way easier to simply restrict user access to workshop, both in terms of uploading and downloading if that is required
houses why not but cars it's too much
I love that ๐ค
don't mix everything
I eat IP violations for breakfast
for the second time now, i do not get what is the point you are trying to make
mix what?
Look at this @glacial bobcat one of my first ever models. Looks the dog, but I made this the first couple of days learning the software. I also put it into A3 the same day.
the loss of player will be considerable
Looks like a decoration you could put on a wall
It Will not
@sly bridge Tell the devs to release the UH-1H already :[
i honestly doubt that. you, and everyone else is free to create / legally acquire / whatever cars you want
well it will if they take down every ip rights violation so everything with a brand name on it where the creator did not ask for permission.
someone definitely will in the end
Yeah it doesnt look particularly good at all. But it did the job and I was proud of what I had Just made. And not Even a month later I made this
Just trying to give people some motivation / encourage them to try 3d
If you are persistent and commited you can have very good progress in a month or two.
Looks like a tube
@sly bridge and if you take a model but you modify parts or you remove the mark is it still the same?
your can be 2000% sure
Just make cars that doesn't use brands like a Lot of games do
Yeah its a shovel
Hell yeah brother!
iam not talking about cars its everything.
See GTA, has a Lot of cars similar to real life cars, but they are not
Beauty, are you gonna import it to reforger?
for the Nth time, it is NOT about the branding / trademarks, it is about using stolen assets
so you do not take a model, you either buy one, or make one
Yeah I will eventually, but most of my work is focused around bolt action Rifles. And right now I have no clue how to properly implement them into Reforger seeing as there isnt a bolt gun in the basegame.
You can make them be single shot with low shot rate only AND do the remaining by animations
Maybe there's a better way to do them
But that's a way that should work
That was not conversation appropriate
Yeah I have done so, but havent really figured out how to do the anims yet
Sorry
Maybe not the best but works
2000% sure of what? that someone will actually create cars from scratch? there are already quite a few made for A3, way better than anything the life community has been using
You do them on blender and then you import them
Yeah that much I know, but I am not familiar with how you actually record the animations and use the armature etc
no that people are going to do like on arma 3
U use the timeline and create key frames
i can bet you that it will be a lot harder, which is for the best
Then it's only moving the bones on the pose mode
now let's go back to the subject at hand
Yeah I will have to look into that, where is the bones you import for that?
Mod quality will be greater but less mods
quality over quantity any day of the week
I use the bones from the samples
Are there any specific ones?
I agree
Character
is that the stance shooting thing I see the army and marine corps do?
For the movements of the weapon you have to create your own bones
As are bolt rifles you only need to animate 2 or 3 bones
You will need several animations to
Yeah its used both in civ shooting and military. Its a barricade for shooting drills. They have several name, but the most common is probably Vtac wall
good to know
Just 10 nice made cars are better than 100 shitty cars
Alright I definitely need to learn this at some point. As some of the Rifles are very very large ๐ and doesnt fit with the standard hand positions at all
Yeah you will need animate more bones for the character
But that one's are just moving a lot of bones
It sounds fairly easy
It's not hard, but takes time
This doesnt fit with the standard hand anims at all ๐
It's beautiful โค๏ธ
def gonna need it though for my terrain
I want it for my life sv ๐คฃ
Looks amazing though
also, I am once again asking if anyone is working on buildings/structures
My pack is very outdated, but on the A3 workshop there is a mod called FM Targets & Barricade pack. That contains several of these barricades as well as steel targets that animate when shot at and even gives you audible feedback from a hit.
I will eventually try and port this mod over to Reforger
I'm planning do on a future, not Right now
Appreciate the feedback ๐
Based. Looking forward to it
i sort of am, but itโs a long haul project
this isnโt a request channel
I know
I think I could go a bit over the top with amount of dirt on it
a bit, yes
but adding dirt is so much fun
you can make it more random, and use procedural dirt generators just a a very subtle layering
I used procedural, but then added a fill layer and used a dirt brush on it
Is there any way I could improve the scope's image? On 1.0 magnification it shouldn't be so distorted. As far as I know image in Specter should be almost as it is in real.
I mean, I shouldn't see that building on the left in scope
2 questions, if anyone can help:
-
how do I make prefabs spawnable in GM again? I had the link for it, but lost it.
-
how is ammo added to the ammunition boxes and how can I add my new ammo there?
if you are talking about items then you want to look into Config\Arsenal<side specific arsenal file> and add it there
oh I can now override the configs since today's patch ๐ฅณ
Yeah that makes no sense
if you are talking about soldier prefabs then you want to go to for eg. ArmaReforger/Configs/Editor/PlaceableEntities/Characters/Characters_OPFOR.conf
and lastly if you want to add objects then... i have no idea as thats what i have a problem with because adding object prefab to the Configs/Editor/PlaceableEntities/Objects/Structures_Military.conf doesnt work for some reason (prefabs added there wont showup in the game ๐คทโโ๏ธ )
it seems that the camera that is 'recording' that image has wrong FOV so maybe look for that in the components
I'm looking for that, but nothing seems to work so far
what about this?
thats efin wierd... i dont understand why an icon would need fov setting
sometimes you need it bigger or smaller. It's quite useful actually
but FOV stands for Field Of View... but thats irrelevant... so much to learn
it's because icons in reforger are auto-generated, so we need a camera to take a picture of them. And obviously camera needs fov setting
I think I found it. It's called "Near plane" setting and it changes how much scopes shows. We can even look under the map with max setting of 1000
How do we know what value to use there?
Also is there really a max limit on 15x on variable zoom? ๐ฆ I cant make my scope 3-20
No idea. For now I'm just playing around with it
so how detailed do you guys make the gun in blender, and what details do you do in substance painter? I've seen that guys make the bumpy pistol grip texture in substance painter, instead of blender
maybe that's just easier in substance? not sure
Personally everything I'm too lazy to model, I do in SP
i do everything in 3ds max for the HP if possible, minus the lasered text and the likes
oh ok, I've also seen screws being easily added in substance too
and laser texts too
Create it on your high poly then bake it onto your low poly
You should do that with as much as you can(with stuff that its possible for)
not sure what you mean. I've absolute noob with 3d
With the new engine you want your texture quality as good as you can make it
of course
Ill see if i can find a video for you
I was too lazy and forgot to add bevels to the lowpoly model and ruined my first scope
and now i'm too lazy to fix it
that is where bevel shaders come in handy
https://youtube.com/playlist?list=PLhFIZNti7xaBaxEBWdQVKJ_u7XCHWGuJX just kinda look around these videos its a good place to start
and no skewing
Texture baking is a big one
thanks, I'll watch these
I always make the high poly model first, and after I am satisfied with that I make a copy of that high poly and delete out any part of the model that isnt defining its shape. So could be grooves, imprints, indentations etc. And I also remove all loop cuts I can without distorting it, and remove edge loops to decrease poly until I am satisfied both with how it looks as well as the polycount.
so that just means reducing the wireframe count? Or is that the same as polygons?
this is the first thing I've made so far, I know, not useful, mandatory donut
it isn't mandatory
Tbf thats a sick looking donut, not a bad start at all
We all know what he means tho
You can like or dislike blender guru, but its where most people start including myself.
there are a lot better tuts than this blokes
https://i.gyazo.com/cc0972dd2f9562db9614c539ef4d1169.mp4 the final result (too lazy to fix small things)
thanks, looks tasty af
is anyone making a sniper rifle ? (bolt action)
I encourage you to link that instead of just saying it. Be constructive.
yes, links would be appreciated
#enfusion_model message (found it)
looks nice. Is that dot a bit off? Comparing the iron sights and where the dot is
@mortal sentinel I am very much a beginner myself, but this could give you an idea on details I've left out on the LP.
not the usual HP, considering this also has all the internals
That looks amazing
alright, got it, some screws, grooves etc that could be probably easier added in substance painter
depends on the accuracy you are after
jeez, with all the internals that you won't ever see in game, but looks nice
None of these details where added in Substance. They are baked over from the high poly of the same gun, should've probably explained that
it is not done like that for game purpose alone
i find that is easier to made things in 3d more accurately, and just add details like texts and small things in 3d
I agree, I have tried using a height brush in substance to paint on grooves etc. The results are never really that great.
say you have a pin going left to right, you will always guesstimate that if you do it by texture
right, makes sense
Look at the "grooves" on this spotting scope, this was painted on in Substance painter. It looks alright, but nothing spectacular.
the grips are also in substance painter, right?
I saw it has all kinds of texture generators that can be used for grips
Yeah
I'll probably need some help anyway if and when I'm done making a gun, there's so much to making it and getting it in game
another thing I'm worried about is making the gun fit in arma, so it doesn't look off but natural, if you know what I mean
I downloaded some rifle mod and it was obvious it looked lower quality than original M16
Yeah I find that a lot easier to do now with Enfusion and PBR shading. In A3 it was a pita going from what it looked like in Substance to something completely different looking ingame..
you really do have a stick up your ass
have you tried adding a blur filter to the groove height?
I haven not no, could try that out ๐
:))) out of all the free blender begginer tutorials, the donut thing needs to be one of the worst, at least for game asset creation, if not for blender in general.
i wont refute that lol
back in my day we started with chairs and tables
at least that was the recommendation, but why start simple (smart) and easy when you can make it hard for yourself and shoot for the sky lol
I would say it's one of the best beginner toturials since it goes over the UI in great detail
He's also been endorsed by the blender foundation for that reason
Dont really like his stuff but for a complete newcomer it's one of the best resources to get into the software
Grants Learn Blender fast short course: https://www.gamedev.tv/p/low-poly-landscapes/?coupon_code=GRANT&affcode=45216_9b6dqwx2
Grants Create low poly characters course: https://www.gamedev.tv/p/low-poly-characters/?coupon_code=GRANT&affcode=45216_9b6dqwx2
This video is part 1 in a series of videos that takes you through learning blender in a si...
This is an alternative tutorial for complete newbs
speaking of baking, namely normals, it is a lot of reading but here is a very in depth guide on the many issues you can encounter and how to get around/resolve them.
https://polycount.com/discussion/227743/baking-artifacts-90-degrees-on-curved-edges-help-me-understand-proper-high-low-modelling
Also, baking on blender generally kinda sucks if you aren't used to the ui
I'd say even Xnormal is a nice upgrade depending on what you're doing
even if you're used to it, baking in blender sucks. It's much faster in other software
you should not bake in any 3D Software they are mostly outdated. use Xnormal,Substance, or Marmoset
I agree its bad for game assets, but its meant to be an introduction to the software. Learn shortcuts and subd workflow. I did ask you to link what tutorial you think is better for a beginner, as we might have some people in here looking for that ๐
True but cycles bevel shader is op
Yes, I use substance personally
But not everyone has a student license
But depending on what I'm doing I might try to use blender for some stuff
marmoset toolbag is great as well, self generating cages which you can scale in and out globally or manually, and paint out skewing.. seriously that painting out skewing
yeah but the substance Baker is not up to standards anymore. I would look into Marmoset trust me you will have so much more fun and allot better results.
Marmotset expensive
yes but worth it
tried it once, fell in love, prema part of the kit now
Every software has their pros and cons
yeah but there is no downside to using marmoset.
pricing
Does it do bevel bakes?
i'll do that tomorrow
what do you mean exactly it does not care about workflow. or how you approach a HP.
Thanks PuFu, please pin that in here as well. Might be useful for people looking at getting into modelling ๐
baking a bevel on the mesh by shader, no I don't believe it does
Blender can do a shader based bevel bake
No geo needed
https://www.youtube.com/c/ChamferZone/videos anything from chamferzone is good
Hi! ๐๐I'm Tim - Sr. 3D Artist with 14 years of industry experience having worked at Crytek, Ubisoft and Digital Extremes and my own boss at ChamferZone Inc. In my tutorials I'll show you every step in creating AAA quality 3D Game Art to get you industry ready too! This is my mission and commitment to you ๐ช๐ค
โข https://discord.gg/s98PbNk7pM - Co...
This
Ah that person has some excellent tutorials
They're responsible for half of the CC akms out there
oh, should also add that marmoset toolbag is breaking into 3d painting
maybe need some pins with most asked questions, tips for what software to use for what and something like that
I'm trying to stick mostly to freeware for now
Does Marmoset have a student license like Substance?
I'll be real with you, this place needs a pin with the blender discord invite
nice one
no it does not and for a reason. it in theory is not needed(the software). but you do get allot better results when working with it. but there is a free trial.
Alright, appreciate the answer
just note i am NOT a blender user, i can send you things i found useful in my quest to try to get more aquinted with blender