#enfusion_model

1 messages · Page 40 of 1

solemn goblet
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You can use my weightref.blend for this, that's what I cut it down for is just clothing.

mortal sentinel
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oh I have the weightref, I think it was you who linked it then, I'll check it again. My pants seem to have some weight paints, but I'll redo it I guess, as something's missing

solemn goblet
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Yeah, (save first) clear those weights out and use the method in the vid. Someone tried that method and it worked for them 🤷

mortal sentinel
#

alright, lemme see if it works for me

daring condor
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for a balaklava like 5k or 10k absolute max tbh

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probably a lot less

mortal sentinel
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100k for jackets, pants?

daring condor
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whats the weight ref say?

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i think this guy is around 30k in total

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from simcardo

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sus and snus are porting their stuff to refrogger

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this is like 18k according to simcardo

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with polycount its always the same answer really, as low as possible

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nvm

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its 9k

dapper oar
# mortal sentinel 100k for jackets, pants?

you can look at the BI stuff in the workbench to get vertice & face counts for any type of mesh to use as a guideline for Arma Reforger, for example:
the Jacket_M70_01.xob LOD0 is 11003 verts, 17090 Faces.
the Pants_M70_01.xob LOD0 is 6132 verts, 7952 faces.
Hat_knitted_01.xob LOD0 is 1272 verts, 2304 faces.

The stuff you are trying to import is way too high/mid-poly tbh.

mortal sentinel
daring condor
#

the name of the game is retopo

mortal sentinel
daring condor
#

count tris not verts tbh

dapper oar
#

I'd pay attention to the face counts more than the vertices

daring condor
solemn goblet
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I think Enfusion bases vertices on UV seams and it can add up to weird numbers not shown in the 3D software.

daring condor
#

blender counts ngons and quads as a single face

dapper oar
daring condor
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ye hence i didnt ping you :P

solemn goblet
#

3DS Max 🤮

daring condor
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and get retopoflow from here

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they also sell it for 80 bucks

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but you can get it for free on their github

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they just dont advertise it

mortal sentinel
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nice

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btw any point keeping weight paints that pants probably don't need or doesn't matter? Like I have weight paints transferred for chest etc, but don't really need them for pants

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if it doesn't affect anything I can keep them

solemn goblet
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If they are blue in Blender, no bone can influence them

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The bones attached to a non-weighted armature don't do anything. Some engines delete them on import even.

mortal sentinel
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oh ok, I'll leave them be then

solemn goblet
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Yeah, I know all bohemia assets keep the entire skeleton. I don't think they keep all the weights though.

mortal sentinel
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I still have the invisible pants issue, maybe something with the model, not sure

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I think it's the model or something, the pants are in two parts - front and back, I can see the front from the outside, but the back only from the inside

solemn goblet
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Oh haha

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ctrl N in blender while in edit mode

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You might even try alt N > reset normal vectors

mortal sentinel
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alt n - reset vectors for me, I'll try to reimport into workbench now

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nah, didn't help

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something about flipping normals? I think I've heard this in a tutorial

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Don't click here: https://www.youtube.com/channel/UCQaeCs2hL2I7EK88fOZhWBw?sub_confirmation=1
How to flip face orientation and flip normals in blender 2.9 for your unity or unreal engine projects. There may be a modelling or mesh problem. Your 3D blender models looks good into Blender 2.9 but when you upload it to your game engine it misses face...

▶ Play video
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same problem as me, I might have accidentally made half of the pants flipped

solemn goblet
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Yep, ctrl n should flip that

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If it's being particularly stubborn you have to toggle the little checkbox lower left with only the inverted ones selected.

mortal sentinel
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well, gg, thanks guys

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now I can think about actually making something proper, it's not too bad if I know all the steps now to get something wearable in the game

solemn goblet
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It kinda looks weird. Is it vinyl?

mortal sentinel
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I dunno, has a weird shine

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I didn't add any textures or anything, just changed the color in workbench

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also the game doesn't really like those wrinkles I guess, if I kneel they look weird around the knee and the butt

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but ok, I'll maybe try to make some real military clothes and learn about retopology and see how that works out then

daring condor
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keep in mind that even if you go for a cloth sim workflow MD or whatever else you use is not the only step in asset creation

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you should consider adjusting some thing here and there with a sculpting tool to give it a bit more flair

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also dont consider retopo just something to get out of the way, it is kind of one of the most important steps and will determine if you will have a good time baking and weighting

mortal sentinel
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I did notice I could use some small fixups in blender, some vertices were missing etc., I'll do that for the real model.

About retopo I don't know much yet, just about that high res to low res baking stuff

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but do I really need to worry about weight painting if those weights can simply be transferred from a sample character?

frank robin
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vergy this looks great. If you are adding american style buildings in a pack it would be awesome if you could do a middle/highschool next and maybe an american style gas station. Like a big one with tons of shelves and stuff inside.

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i have a great map im working on and if you need any american building suggestions just @ me

calm rune
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This might be a problem. If this is the case then there will be a lot of clipping on models.

tidal latch
daring condor
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deformation lattices 😊

willow sage
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simcardo is still alive?

daring condor
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hes been making stuff ye

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works with ifa44

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although he does not work on enfusion

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his computer is not up to the task

willow sage
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please greet him from me

tacit eagle
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I get this error message: RESOURCES (W): Invalid collider 'UCL_Cylinder_01'. Export skipped

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It is just a cylinder

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Anyone have an idea?

karmic adder
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How easy is it to replace / reimport a mesh once it is already an entity / placed in the world?

shell hedge
karmic adder
shell hedge
karmic adder
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Alright, thanks

unkempt grail
last hill
opal moat
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More of a blender related question but I thought I'd ask it here

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Anyone know if jmesh circular array is broken?

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I keep getting this problem

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Instead of making a normal sized copy of the object in a circle it creates a huge copy of it above it.

solemn goblet
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There's a version of circle array that works pretty good in hardops I'd reccomend

lethal frigate
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damn i wish we could import models from sketchup i made this model with full interior

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im willing to give the model to anyone who whants to try opening it in 3ds and finishing it for the game.

dapper oar
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honestly it would likely be faster remaking it from scratch than trying to fix a sketchup model into a game-ready state.

lethal frigate
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i belive that they know to break up when opened into 3ds and other programs , but if someone wants to try no problem

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this one i paid alot of atention to inverted faces cuz sketchup likes to do that

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so every face is facing right way

dapper oar
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you should learn blender, its free and there's plenty of guides kicking around.

lethal frigate
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ik but its just to much to learn i tried and controls are all strange to me

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i would need to learn that for a month to be able to make a model nicely

dapper oar
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nobody expect you to know everyting as soon as you start it, break it up, an hour or so each evening and you'd be up and running in no time 🙂

lethal frigate
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ill have to give it a go

delicate condor
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Learning Blender will be worth the time investment

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modding isnt going anywhere so there is no rush

shell hedge
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it's worth the time investment if one building isnt the only thing you'll model

broken grove
solemn goblet
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Just in time for my land rover, huzzah 🥳

solemn goblet
# broken grove Hi guys, EBT's Material Preview feature documentation is up <:krtecek:7054442893...

So Miro, just to confirm:

Materials Preview feature can only import materials/textures from within your own addon (expects source textures to be in PNG, TIFF... format), in other words you cannot import materials inherited from Vanilla Reforger.

Does this mean I cannot preview textures already within Enfusion (such as the various alphas that come in _shareddata)?

Lower down it says this:

User has to use only textures from one of the addon folders defined in Enfusion Tools preferences, in other words, texture must be already registered (have meta file).

But I'm still not certain if that means I can preview these within Blender. Being able to preview those alphas within Blender is very important to me, as you can imagine haha.

broken grove
# solemn goblet So Miro, just to confirm: > Materials Preview feature can only import materials...

Does this mean I cannot preview textures already within Enfusion (such as the various alphas that come in _shareddata)?
That's correct unfortunately, we had a solution for community, where textures from shared data folder were part of data.zip package, but because of licensing issues we had to cancel it

But I'm still not certain if that means I can preview these within Blender. Being able to preview those alphas within Blender is very important to me, as you can imagine haha.
It's also stated somewhere in the doc that Blender can only load PNG/Tiff(source textures) in opposite to EDDS(runtime texture), so that's why Vanilla Reforger textures can't be loaded(they are in EDDS format)

solemn goblet
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Was the solution by any chance watermarked and compressed? Even that would 100% help me as the modder do what I want to do

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For the low low price of maybe an extra few mb, editor versions of each texture with correct defines would go a long way, even if they were 512x512 and watermarked to hell 😄

broken grove
# solemn goblet Was the solution by any chance watermarked and compressed? Even that would 100%...

Yes textures were watermarked and downscaled to half, I spent few weeks to support having these shared textures(automated pipeline + support in EBT) because I knew it'd help you a lot guys, as it was clear to me that you'll want to use Vanilla Reforger textures as well... therefore I'm quite sad that this didn't happen... on the other I'm glad that you expressed a need for them, as now I have strong argument for further internal discussion 😉

magic rock
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hi i'm working on a scope, took glass and pip LOD from sample, made a prefab just making sure everything works, but i have a problem and i don't understand why. When i look up or down it's fine but looking ahead is causing this (screen) somebody know how to fix this?

solemn goblet
# broken grove Yes textures were watermarked and downscaled to half, I spent few weeks to suppo...

Here is a harsh truth maybe you can use as an argument: Modders can view these textures within the tools already. They are at least watermarked. To say nobody EVER will screenshot them (despite the watermark) and crop them for their own visualization aid is silly. All we as modders need to benefit greatly is a Mip 2 or 3 watermarked to aid in visualization for the 'final product' otherwise we are making PBRMulti from scratch or worse, we are importing and exporting a lot (essentially flying blind) with the current vanilla textures. You don't even need to go full Valve to do this, it can still be safe in-house and licensed elsewhere as draconic as the bureaucracy deems necessary 😆 .

Anyway, thank you so much Miro for taking the time to answer my questions and I hope you convince those in charge of this decision ❤️

calm rune
unkempt grail
daring condor
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i would not texture in blender

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its absolutely doable and they are improving that aspect of the software a lot now

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but youd probably be better of with armory paint or substance if you can get a student license/ have the money for that

tacit eagle
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Asking this in #enfusion_model since you guys probably know more than #enfusion_terrain

I wanna have a colored light **(IMG 1) **in my map but every time I press 'play' the light's emissive color goes back to the default color [orange] (IMG 2)
I tried creating a new material and it seems like everything stays the same (alpha texture, normals, other settings) except the emissive color

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Goes back to default

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Can I duplicate the prop somehow? What can I do? Any ideas?

simple meteor
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Try inherit prefab in addon

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I think you edit the entity ?

prisma delta
solemn goblet
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This one, I think it's the 110 and due to the modular method of my design process the 90 as well. 1989 era I hope.

prisma delta
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alright sweet, that looks great. I really like the tire tread

solemn goblet
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Cheers yeah. Trying to stick to the reference as much as I can.

eager hill
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Still a lot left to do but it slowly begins to look like it should

bright raft
eager hill
bright raft
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Nvm, I found reference with both logos visible there. I meant this part:

eager hill
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Maybe it depends on the version of that sight, there is way too many of them

daring condor
bright raft
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I'd go for EMOtech

daring condor
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i mainly meant the laser sticker

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but yeah with the company too

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why give someone you are not getting payed by advertisement?

eager hill
daring condor
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ah dont worry

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its your project

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this is just my personal opinion

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its also always a good way to insert a watermark into your asset fwiw

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raelly old model i just slapped some paint onto

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dont judge me for it not looking too great

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changed the company name here for the mod name

eager hill
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Good idea, I'll work on that

simple meteor
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I've a forbidden sign

opal moat
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Working on a Tokarev

lament solar
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TT-M48

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Hungarian version

sly bridge
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@light lynx this isn’t a request channel. Want something done, do it on your own

light lynx
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discusion about anything related to model creation. Didnt know it was wrong to throw suggestions out

bright raft
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Is it ok to post WIP models here tho or should I go in enf_showroom?

sly bridge
sly bridge
daring condor
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Nice tetekas

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FIA really needs a more unique arsenal

opal moat
# lament solar

Niiice. How did you do the ribbing for the contact points?

hoary herald
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80s navy seal helmet inbound

daring condor
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Then adjust for the hight of the inset

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Also scale the insets along individual origins on the y-axis

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Alternatively do a Boolean array and fix geo

lament solar
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I just did booleans then cleaned up the mesh... kinda. But it's a high poly so it doesn't matter too much if I have some ngons

daring condor
lament solar
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yes

shell hedge
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ngons are based

sand pagoda
bright raft
sand pagoda
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a lot

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something around 6 months in total

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but not every day and not 8 hours a day

bright raft
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Looks really good. Can't wait to see it in-game

sharp mist
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Hello, I am making a truck, and i have the base, and a additional part which i want to put on the truck. How do i make this part apply geometry to the rest of the truck, cause when i merge these two into one, and make a complete truck out of them, the only geometry that truck has is the base trucks geometry, not taking in the equation the added part.

fast notch
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why do some parts of the model disappear when importing?

lament solar
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Looks like flipped normals

fast notch
lament solar
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Well you can either recalculate it using blender or manually flip normals if that doesn't work

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I'm used to blender 2.79 and that had a handy toolbar on the left which is missing from the later versions so I don't know where these options are

hidden yarrow
#

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▶ Play video
lament solar
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found it

hidden yarrow
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you should probably watch that video

lament solar
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Me?

hidden yarrow
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oh sorry no collectors lol

fast notch
bright raft
solemn goblet
calm rune
solemn goblet
bright raft
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But to be honest I mainly use it for bevel

wise karma
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Not sure what's the best channel to be posting this, but looking for some help with setting up a custom tree's wind. Local branch length controls the sway of individual leaves, but on my custom tree it does nothing.

slim silo
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Trees in game have the polyplane emat for their wind settings, I think it’s different from a typical bcr/nmo material

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Also it could be (if a treeIt tree) that the branches for palms are actually stems

wise karma
magic rock
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Does sombody know how to make pistol slider work in reforger? i imported the model, assigned to Armature in blender but in game slider doesn't move

hoary herald
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80s seal helmet

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will make variants with all the attachments etc of course

pliant bolt
hoary herald
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i mean, it kinda makes sense so they could customize it

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at the time the helmets were not as modular as they are now

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but even then, bump helmets are still used today

pliant bolt
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Ah not too familiar with that stuff tbh

hoary herald
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hell... working with a lot of SOF elements IRL you would be surprised how many guys just opt not to wear a helmet at all

pliant bolt
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Fair enough haha

fathom bolt
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why i have this message when i try to import my model in the workbench: Non orthogonal transformation on collider 'UTM_Weapon'

void field
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Sorry if this has been asked a million times before, but when creating a model / mesh, is it just as simple as importing it into the new tooling? How is collision handled? I've been stuck in Unreal for a while now, so I'm real use to exporting to FBX and importing the mesh and away I go. Keen to see what the new tooling can do.

hoary herald
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its similar to unreal workflows tbh

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you do have to add in colliders but other than that its super intuitive coming from UE4

void field
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That's actually kinda nice

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Do I have to model the collision?

sly bridge
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ish

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also main difference from ue is that you also need to make the necessary LODs

void field
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I see

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Thanks very much

leaden chasm
wise karma
# leaden chasm where did you get tree sample?

All of the trees are available, just find them in ArmaReforger>Assets>Vegetation>Tree>Species
Open up it's .xob and you can see everything about how its setup.
I also realised my issue was purely with the model, using another tree with flat planes for its leaves worked perfectly fine. Custom trees are super easy to setup.

leaden chasm
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Or we need a proper "source" sample.

hoary herald
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got some balaclava action going on this puppy

wise karma
leaden chasm
wise karma
leaden chasm
wise karma
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For the gum leaves yes.

leaden chasm
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hmm

wise karma
# leaden chasm hmm

I'll correct myself here, managed to get that original palm leaf working without issue and it's all good now. So it was absolutely unrelated to materials.

shell hedge
wise karma
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I'm not particularly happy with the work around I ended up with because I don't see how it should have changed anything, so I'm pretty sure the issue I was having was rather edge case.

wise karma
shell hedge
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makes me wanna fire up speedtree and waste the entire evening

wise karma
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Very simple process to get the trees ingame, just had that weird problem with my palm tree models that never happened to the gum but works fine now

shell hedge
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nice

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you gonna do more exotic vegetation?

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I wanna do some exotic surface materials and maybe some rocks at some point

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or maybe I should say tropical

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refresh my procedural rock skillz

wise karma
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I'll make whatever's needed/wanted, getting the model is the hardest bit but just spending a bit more time learning the software and that shouldn't be too much of an issue.
These are for a specific real-world map that I'll be making more vegetation for, but when I make enough I'll push out a pack of them to the workshop like you did the sand/track objects

shell hedge
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actually I was working on a strelitzia for a different project a few weeks ago maybe I can bring that in at some point

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one thing I would love to do first though is reskin the OG trees for winter

wise karma
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I guess I'll be making varying Aussie vegetation to start with

wise karma
shell hedge
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one issue I ran into with lack of texture export is the compression really ruins it because then after import the texture is effectively compressed twice

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I have some real nice procedural snowfall shaders I could apply to any texture

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but the source texture needs to be uncompressed otherwise its just squares

wise karma
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Oh yeah true, completely forgot about that

shell hedge
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maybe I can run some AI denoising models over it but it will be lame anyway

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taking screenshots of the texture viewer is big sad also

slim silo
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Getting palm tree to react to the wind setting

leaden chasm
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no, i mean what was fixed to get them work correctly

chilly dragon
leaden chasm
bright raft
chilly dragon
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Most bonk ass solution but it worked for Cammando

dull yew
hoary herald
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The left yes. Yhe right is a photo

shell hedge
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anyone working on some SMGs?

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I like SMGs

last hill
# shell hedge I like SMGs

Smg's might be a bit more difficult as new animations would also need to be made due to the smaller stature and mag wells etc needing to be made up from scratch. That said, I am sure someone would be working on some kind of smg.

daring condor
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It's an SMG

frank robin
sly bridge
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@frank robin + @shell hedge - not really a request channel

frank robin
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wasnt a request

sly bridge
daring condor
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Am aware

sly bridge
daring condor
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But hey it was an SMG (doctrinally)

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And it can reuse the ak-74 anims

sly bridge
daring condor
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Doctrine > design

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It was designed and fielded to fill the SMG role

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Soviet army referred to it as an SMG

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It's an SMG

tacit eagle
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It’s an assault rifle clown

solemn goblet
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what about an ak74u, an assault rifle or SMG?

delicate condor
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Does not matter. Feel free to make any, all or none of them.

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stick goes boom boom.

stoic heron
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need help

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cant fix it

woeful canyon
tacit eagle
woeful canyon
solemn goblet
# stoic heron

I think metal game.mat is the parent to metal_3mm.gamemat etc

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The idea being you use one of the various children from that base instead of the base itself I think

tacit eagle
mental onyx
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I think You're both clowns for discussing this in a model making channel.

tidal latch
delicate condor
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@tacit eagle @woeful canyon While im sure its all good fun, I refer you guys to my post above #enfusion_model message Please keep the discussion on topic.

karmic adder
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I've got a working door, but when I add it as a child to another object and try to open it, it resets to the parent objects pivot point.
Does anyone know what the issue could be?

austere oxide
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Is there a way to find out the exact dimensions of the models that are already in the prefabs?

last parcel
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my next project only need to figure out how to best do the magazine,

daring condor
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then you have the general shape

last parcel
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no its not that

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it has this wierd shapes on the magazine that i am going to model. just need to figure it out in my head first

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😛

daring condor
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yes

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thats what i mean

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just model a segment of that and then array that along a curve

last parcel
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well, that could work yes, will try it

daring condor
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here is what my plan of attack would be

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i recently also learned that blender lets you do start and end caps for arrays

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this video explains some array shenanigans you can do

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guy does art for rust

last parcel
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yea my first thought was just doing a bending modifer on it after modeling it completly straight but it might be messed up then

daring condor
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sounds like a lot of work 😛

last parcel
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True 😛

daring condor
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id just do the segment approach

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then later apply that and model the extra bits like that weird handle thing and the mag release catch

last parcel
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will defiantly try that :), Thanks for the advice 🙂

daring condor
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armchair blender work is what i do xd

last parcel
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yea i don't use blender but the approach is mostly the same 😛

daring condor
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but if you like doing hard surface assets then i can recommend that channel

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ah i assumed youd do xd

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but i assume that arrays and curve deforms exist in every modeling suite

last parcel
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yea they exits in 3dsmax too so it should work almost the same

sly bridge
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you can array it, or devide it along a spline if you wanted to

last parcel
#

ok, Thanks for the tip

quasi sedge
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Anyone working on houses/structures that would be willing to teach me how to get a fbx game ready and import it? Haven't seen any documentation and no examples.

solemn goblet
last parcel
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finished the magazine highpoly finnaly 😛

solemn goblet
#

Looks great man. Good job. Is this 3DS?

last parcel
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yep

solemn goblet
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Awesome. ping me when you make a post in #enf_showroom, this is one of the more in-universe models so I'm definitely interested 😛

zenith quartz
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I always just used simple deform.

solemn goblet
#

just sculpt the magazine galaxybrain

zenith quartz
#

😭

austere oxide
daring condor
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I use curves for everything I can

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But arrays are your best friend

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And for anything that bends curves too

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If I have to make a metal cage or anything I just use curves and bevel them

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Because fuck using the spin tool

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And remember to do a planar dissolve on your curve once you are done with it

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Honestly

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Just planar dissolve and triangulate all of your meshes for lp

solemn goblet
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averys hard surface is honestly iconic

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somethin about it

zenith quartz
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thanks!

lean spruce
#

@broken plaza You wouldn't happen to know of any plugin / program that pulls all the prefab data for gear, weapons, mags, etc., and allows to create loadouts that actually adhere to volume/weight constraints (instead of blindly adding stuff to arrays in SCR_InventoryStorageManagerComponent properties)? 🙂

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Reason: Creating loadouts after adding lots of gear and weapons is way too tedious. 7 loadouts can easily take several hours to create.

I would probably be able to add a current weight / current volume % bar to the ItemsInitConfigurationItem class and prevent adding further, but it's inaccessable (probably in engine).

So before I start writing my own tool that pulls all info into a db + a GUI that allows me to create loadouts + an exporter that creates .et files and registers them in engine again, I wanted to ask if you have something like that 😄

tacit eagle
#

Does anyone know of a tutorial on modeling weapons, equipment, and uniforms? New to modding and would love to learn!

shell hedge
dense thunder
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Anyone recommend a good example building with ladders on it so I can see the setup, couldn't see any on the github

slim silo
#

do you have a specific building in mind you want to “copy”, just use the prefab in world editor and see how it’s configured. The small lighthouse, factory, fire station have ladders in their prefabs IIRC

dense thunder
#

Any buildings to be fair that has ladders and doors for memory point setup and such on the new engine, I presume the models are unlocked then to be able to get a good look at them?

bright raft
#

Current WIP. Long way to go tho as it will require custom anims which I currently know nothing about 😛'

solid tulip
fluid fern
#

Hi, Does anyone work on train tracks?

solemn goblet
dapper oar
#

in what guage?

fluid fern
solemn goblet
#

Like no rail station? Or no train?

fluid fern
#

Like train

solemn goblet
#

A train can either be a dissertation in hard surface modeling or something pretty simple. You might be able to find a model online (be weary with licensing, that's important here). As far as one that works with nodes and animations, that's gonna be minimum a few weeks of work assuming you already have the model. I don't think any elements exist in current templateable form for trains following a path. This might be a scripting and configuration question once you have your model train.

fluid fern
#

So I don't want the track to be functional, I just wanted to know if anyone was working on a 3D train track, like on the 3D Cup terrain models on A3

solemn goblet
#

Ah I see what you mean. Just the track models are pretty easy. I'm not making them and I have no idea about anyone else making them.

fluid fern
#

Ok thank 🙂

delicate condor
#

so in case someone does make track models (or anything else that snaps together) Please do:

  • use accurate measurements and make sure the snapping ends fit together and if something curves X degrees, make sure it curves 5 degrees
  • add enough mesh that can be sunk into ground so there is 0 chance to accidentally have it floating
  • add mesh to both ends to make sure things blend together
  • if mesh has seamless blending, make sure the UV mapping also blends seamlessly
wise karma
delicate condor
#

any you like as long as its coherent and makes good model that fits together with others of its kind

#

Nothing is more fun than trying to make 90 degree turn with 5 degree turn curve that real curve is 5.23 degrees 😄

#

or try to fit short and long parts together but 2 meter part is actually 2.13 and 1 meter part ist actually 0.953

wise karma
#

I'll have to make it 5.1* then 😅
Jokes aside, tracks would be pretty easy to knock a model up for, easy to uv unwrap too.

delicate condor
#

I see we have a volunteer 😄

#

I will tell you its not as easy as it sounds

wise karma
#

If this is what your after!

delicate condor
#

well those fit all together perfectly

#

so yes

#

I've dealt with a lot of rails and snappable objects (my own design and from others) and there are many ways to make mistakes with them

solemn goblet
#

I've seen ways people use tracks and it's pretty cool

#

It's like with nodes, I don't really know how I'd do that in Enfusion but maybe one day...

dapper oar
#

I have a set of railway tracks modeled & textured, aint got time to mess around with terrain stuff to go to the bother of importing them though 😅

shell hedge
#

it sounds like the segments may need to be manually placed as the generators cant warp meshes

daring condor
tacit eagle
#

So... how are those MP5's coming along

delicate condor
wise karma
#

You can make them place on curves, but the mesh wont deform to it

delicate condor
#

From what I understand the curves generator is not a tool that would actually be able to snap railroad parts ends together and choose correct curve part in right place

wise karma
#

Best you can do with minimum effort

delicate condor
#

like I said, its not meant for this kind of thing

daring condor
#

Best way to get things that are bent but retain equal distance between both sides are curve mods in my experience

delicate condor
#

Its possible but making things accurate migth not be easiest with it

daring condor
#

It's essentially the same as the spin tool

#

But Mon destructive

delicate condor
#

it can work but I would worry about the curves accuracy

#

as in is it that 5 degrees turn or 5.2135

daring condor
#

Cad sketcher to the rescue!

delicate condor
#

probably some sort of guides can be set up to make sure it is

daring condor
#

But seriously, there are add-ons and people doing cad in blender

delicate condor
#

there are those too yes

#

any tool one knows how to use can achieve it Im pretty sure 😅

daring condor
#

True that

dapper oar
#

cad to get splines accurate to real-world spacing and layouts, import those into 3d suite, do 3d stuff.

delicate condor
#

for example 👆

daring condor
#

Ye

#

My point is just that curves are awesome

#

You can do the dumbest shit with them in b3d

wise karma
#

Well yeah, if you want to go that route, but in-editor curve tools leave more options open to you.

dapper oar
#

also you can use parametric model tools normally used in ArchVIS to save a bunch of work and keep your base models+UVs having good texel density

daring condor
dapper oar
#

that rail set I did, entire thing uses 1 texture set, dozens of models. 😏

daring condor
#

Traumsheets, ho

#

Trim

wise karma
dapper oar
#

nope, they are in single uv coordinates

daring condor
# wise karma

Don't like that, I prefer the flexibility of curves

dapper oar
#

bend tools will overstretch the outside edges, they aren't good for doing cad based stuff where the geometry is super important

daring condor
dapper oar
wise karma
# daring condor Don't like that, I prefer the flexibility of curves

Of course, they are the best option but in this case in-engine curves aren't feasible. Alternatively you could make the rail follow a custom curve in blender (or whatever package) then export, but unless you already know the exact rail shape (GTT might export that, can't remember) that's just as limiting.

dapper oar
#

anyways I dunno if blender has parametric tools like railclone, but those are the kinda tools I used in max to build off the spline data from cad.

wise karma
dapper oar
#

thats not really how cad works.

daring condor
#

So if I was to create tools I'd do it in the stupidest way possible

#

Use an array plus curve mod to get the metal rails

#

Then array an empty along the same curve

#

And instance the wood bit to the empties

wise karma
#

I use the term bend loosely within cad as its would go by revolve or something similar

daring condor
#

Good thing I model stuff that doesn't need that level of accuracy :P

#

Like vehicles

#

Or guns

bright raft
#

So I imported my model and it is black. When I apply my textures from Substance Painter, some of them are missing and looks weird. Anyone had similiar isssue?

hoary herald
#

damn i had that issue...

bright raft
#

This is without defined material

hoary herald
#

trying to remember what it was

#

this is what mine looked like

#

i think it was something in blender

bright raft
#

Tried:
Recalculating normals
Applying transformation
Setting different origin
Merging

hoary herald
#

check if there is any geometry data

#

sometimes i have nonsense in there and i X it out and it fixes issues

#

also

#

double check that you dont have 2 uv maps on accident

#

maybe its not sure which uv map to read if you have multiple

bright raft
hoary herald
#

hm ok nothing in there....

#

man...

#

trying to remember

bright raft
#

I even tried mergin it with default cube ;d

hoary herald
#

in your object data is everything relatively "empty"

#

cause merging 1 broken object with any other will maintain the data and its brokeness

bright raft
#

You are wonderful my man

hoary herald
#

it was something in there was it?

bright raft
#

I had vertex colors assigned by some addon

hoary herald
#

removed it and fixed it?

bright raft
#

Instantly. Works great, thank you

hoary herald
#

yessir anytime

daring condor
last parcel
#

finished first pass on the bake and texture for my gun 🙂

bright raft
last parcel
#

around 16

bright raft
#

Nice

fast notch
wheat bay
#

Finished up my Chemlight model

zenith quartz
#

I did one of those not too long ago too.

#

Scrapped it tho because I saw BI had chemlights in the localization files.

delicate condor
#

there can be more than 1

#

rave partee

last parcel
#

Some more work done on the RK95

hoary herald
#

@wheat bay looks good

#

not to deter you, i have some started as well. I havent gotten around to finishing them up though.

#

if you want the same effect i have, model the interior of the chemlight to and apply the emissive on just the inside. put a plastic material with decreased opacity on the exterior hull. looks really good in game

#

the one thing i got stuck on was dynamically turning the light on and off to enable it after thrown. i was also hoping to include being able to pick it back up and throw it again as well as attaching it to your gear for identification but im a 3d guy

wheat bay
hoary herald
#

nice good move

#

it looks really good

wheat bay
#

How it turned out

hoary herald
#

pretty realistic short from having fluid simulation on the inside

#

nice!

#

looks awesome

wheat bay
#

Thanks! It's been interesting looking for the right balance of brightness and stuff

hoary herald
#

if you figure out the functionality of it please let me know

#

would love to finish mine for learning sake

#

i also have a pop flare in the cue

wheat bay
#

Yeah, I had a tad bit of help with it earlier, but I'm just going to stick to an interaction to turn on/off

#

Oh sweet XD We had the same ideas

hoary herald
#

ah gotcha

#

yeah seems so lol

#

night fighting is a pain

wheat bay
#

I haven't played much of the game honestly, I'm just working on things I remember seeing in Arma 3, or would like to see myself

hoary herald
#

my flare model

wheat bay
#

Oh sweet, that looks awesome

hoary herald
#

concept

#

i have it setup based on a launcher right now

#

still need to work out the chute deployment along with the light

#

after that i need to sort out proper animation cause firing it like a law looks weird XD

#

but yeah lmk if i can help with anything 🙂

solemn goblet
#

Yooo Dog I'm making a parachute flare too. Same kind but probably not same exact one

hoary herald
#

well damn @solemn goblet let me know if you figure it out. i wish i had more time to dedicate right now but adult life and all that jazz 😦

solemn goblet
#

Haha yeah feel that. I'm doing my post-graduate degree right now

hoary herald
#

yeah can only imagine how much time that eats

#

so far all i did is use the LAW as a base, changed the projectile mesh with my flare projectile.

#

works for what it is

#

just need to get the chute to deploy with a light and float down^^

solemn goblet
#

I've messed with enfusion very little yet

#

Once I get my vehicle in I'll work more with entityification

zenith quartz
#

I've got an AK and a few other weapons in the works. Also a holosight and pistol rds.

#

Time to import them and then sit there because I don't understand animation at all. meow_cry

sand pagoda
#

started flaregun too

hoary herald
#

Nice lol

shell hedge
#

I have some flare effects in the fx mod if you need inspiration for the light part

prime notch
#

Do we have any models that are scaled to the world size upon importing? Samples maybe?

solemn goblet
#

1m in a 3D program is 1m in-game, it's pretty intuitive in that regard

prime notch
#

Oh awesome, so 40km would be exact

solemn goblet
#

Yep. Idk how the game would handle mesh in that scale but technically it'd be 1:1

prime notch
solemn goblet
#

There is a bohemia reforger github that has some of the meshes

#

For simplification I use the 'weightref' of my own

delicate condor
prime notch
solemn goblet
#

It's a github let me find it

solemn goblet
#

The discord link is my own personal .blend that has vertex groups, the github link has more

thorn topaz
trail yacht
#

is it allowed to port in A3, A2 and dayz models into Reforger? Or does that break their licenses?

little kayak
#

A2/A3 are within the license, as long as you don't break the license by getting the models/textures/etc. in non-allowed ways.
As for DayZ I believe the license is different and not allowed in the Arma series.

Probably better to ask/discuss this in #other_ip_topics

delicate condor
# trail yacht ty

Only the public Arma data packages can be used in ways their license allows

#

So that would be A1 A2 data mainly

little kayak
#

well, even IF the license would allow it, it would still not be possible since the models are not usable for import

delicate condor
#

Indeed

little kayak
#

same applies to DayZ

delicate condor
#

But best to be precise with these things, otherwise people get funny ideas

last parcel
#

ingame and working not only need to fix abit with materials/texture not to make it so darn dark, and fix the bolt being out of aligentment ingame,

surreal ore
little kayak
surreal ore
#

@little kayak I'm assuming the models they released for use are binned?

#

If so that makes no sense

dapper oar
#

by non encrypted Grezvany means unbinarised/uncompiled mlod p3ds, as opposed to binarised/compiled odol p3ds.
besides if you have models you made yourself, it's as quick to just bundle up a new fbx export for enfusion.

little kayak
#

just tried it out with a model I have; binarized P3d doesn't import, unbinarized works without a problem

surreal ore
#

@dapper oar I know what he means. We're talking about porting. I obviously have unbinmed models of everything I made.

dapper oar
#

I know you're talking abut porting as was I, that's why I said it's quicker to just bundle up a new FBX of your own model than go to the hassle of converting your p3d for enfusion.

surreal ore
#

And we weren't talking about using our p3ds

#

We we talking about porting the Licensed Data Packages released by BI

dapper oar
#

I am capable of reading.

surreal ore
#

Well you must be confused

dapper oar
#

Not at all, I was merely offering my view on porting p3ds when you have the source files.
For the LDP's some models are mlod some are odol, hence why I stated what I did to clear up the "non encrypted" misnomer.

surreal ore
#

Yeah. Not quite sure why you needed to explain to me what binned p3ds are when I literally had just mentioned them. That should have been an indication that I know what they are. Lol

dapper oar
#

People aren't entitled to offer comment to clearup misnomers in conversation for the benefit of anyone else reading the conversation?, Weird view but okay.

surreal ore
#

That's not what it seemed like you were doing from my point of view.

solemn goblet
last parcel
#

i just used the sample file, seems to work fine for me, it had a slight issue that i needed to reset the xform due for some wierd reason it has been scaled downwards.

solemn goblet
#

Chad

surreal ore
#

@solemn goblet Could you be using the old samples? They were supposedly updated and fixed iirc. Not sure what all was messed up to begin with though.

solemn goblet
#

I think the new samples work but there is no head with all the proper weights that fit well within the body mesh or something.

#

So my weightref just shows a helmet haha. It's all I'll need in my own uses but I try to help if I can

surreal ore
#

Oh yeah it's just body for some reason.

#

The armature is also the ugliest thing I've ever seen.

#

Non-symmetrical and weird bone orientations for no apparent reason.

solemn goblet
#

Its made somewhere else and imported to Blender I imagine

#

I think a guy named Mario knows how to use them really good and it doesn't seem excessive. I have been looking at his posts for reference

surreal ore
#

Oh yeah MarioE is the animation guy lol

solemn goblet
#

Yep. He seems to know what he's doing

surreal ore
#

@solemn goblet we still can't get animals to work for some reason though.

#

Something has to be missing from my the entity itself

solemn goblet
#

No idea. I'm not really an animation guy. My understanding there is mostly limited to basic stuff

surreal ore
#

Oh I know. Was just saying.

#

Oof

#

Thought we were in a different channel too lol

solemn goblet
#

You can always DM me too, I don't bite 😳

shell hedge
#

yeah bro get in these DMs

solemn goblet
#

Getting close to a base vehicle to work from... flag_gb reacts only🇬🇧

#

almost immediately my explicit flag_gb react rule was broken by master baiter

surreal ore
#

@solemn goblet his hand slipped because he was masterbai... Well you know.

solemn goblet
#

Weird server to be in for a fisherman. Hoping to see his fish models soon

last parcel
#

improved the model a tiny bit. so you no longer can see right through it

dense thunder
#

Has anyone figured out door axis memory points and such in blender?

calm rune
dense thunder
#

I'm sure they will soon, everything else I'm good with but getting memory points in for ladders and doors I can't quite figure out lol

wispy crypt
#

Probably an extremely dumb question but scaling of a model in the tools. Where is this done? Might just be extremely blind

last parcel
#

you do that in the modeling program that you use

wispy crypt
#

Was hoping to do it in the tools to avoid having to reimport but yeah guess so

tacit eagle
#

Is there a trick to make UCL Colliders work?

#

Whatever i try they are ignored when i import them into the editor

lime comet
#

also on colliders, I try to set them up with material in Blender, but seems my change is always reverted and I get this error when importing: PROFILING : Rebuilding took: 1444.926200 ms RESOURCES : Rebuilding @"Assets/Props/Deck/sn4_cva66/jbdBase.xob" RESOURCES : GetResourceObject @"{89051263F41723B0}Assets/Props/Deck/sn4_cva66/jbdBase.xob" RESOURCES (E): Wrong&patched resource GUID in @"Assets/Props/Deck/sn4_cva66/jbdBase.xob" for property UTM_JBD resource name @"material/metal.gamemat" RESOURCES : GetResourceObject @"{536BF67B2052B869}material/metal.gamemat" RESOURCES (E): Failed to open RESOURCES : Build successful PROFILING : Rebuilding took: 132.656100 ms

#

it stays with @"{536BF67B2052B869}material/metal.gamemat" no matter what I enter. When I do Colliders Setup in blender the game material is empty always

#

no Colliders, no UserActions, or?

tacit eagle
#

Hi Torsten, long time no see

#

Glad someone is having issues aswell 🙂

lime comet
#

well, it worked for my cube, not sure what's up now

calm rune
lime comet
#

I hope, in the workbench I see metal gamemat is assigned. On the Collider names and such:

#

the Collider is even detected with 8 vertices and 12 faces in Colliders for jbdBase.xob. Material though is code|default.gamemat. hmmm

#

restart of workbench seems to have resolved the material problem, I manually assigned it now in workbench

#

in RigidBody, what does Model Geometry actually do? This did the trick seemingly. I'm confused

sly lodge
#

Need another decimal for the scale on import settings, ive gotta import some meshs at 1.9375 scale

sand pagoda
#

also did internals for fun

solemn goblet
#

nice welds chad

#

did internals for fun
MikeStare

tacit eagle
#

did the most unfun part for fun

#

what a guy

#

👏

red cypress
#

How can I align this with the dudes legs? or do I not have to. I have no idea how to test if it works or not

calm rune
red cypress
red cypress
calm rune
red cypress
calm rune
red cypress
calm rune
red cypress
calm rune
red cypress
sand pagoda
last hill
#

Flare gun? Nice

prisma delta
#

how'd you do the grip texture

sand pagoda
sand pagoda
prisma delta
#

wow that's a clever set of tricks lol

solemn goblet
#

You bring it into Zbrush from Blender?

zenith quartz
#

Outta curiosity, why do the grip texture in 3D? Why not in substance?

dense thunder
#

unless your baking into low poly?

last parcel
#

you always bake into a lowpoly

zenith quartz
#

I'd bake it down to low poly yeah but even then, time.

#

I guess it's not that much time, though. :P

last parcel
#

it takes about 2 mins to make a decent looking diamond grips thingy.

#

atleast in 3dsmax 😛

zenith quartz
#

Fair.

dense thunder
#

thats not to back actually, ive never tried it

zenith quartz
#

I remember trying to do the little grip squares on my Glock in Blender and that was pain.

#

I ended up just texturing them on.

last parcel
#

oh, 3dsmax has a tool that makes the diamond shape for me, so its so easy 🙂

zenith quartz
#

Glock ones are a bit diff.

#

I more struggled with the curves along the front and back.

#

I hope my AK doesn't have anything annoying. Grandpa

last parcel
#

the only annoying part from the ak12 would be the mag and the handgrip, always hated making grips 😛

sand pagoda
zenith quartz
#

Fair enough.

zenith quartz
#

Here's mine so far

#

Grip I think I pulled off well but magazine isn't anywhere close to done. Barely started

#

I always hate doing magazines.

#

Mags, grips, and stocks.

#

Gas block on this one is also very unfun.

last parcel
#

yea want i can see on this refernce

#

the mag looks extremly funky

sand pagoda
#

looks awesome

zenith quartz
#

Thanks!

zenith quartz
#

I don't even know how I will tackle the indents.

solemn goblet
#

you can use uhhh

#

the grid thing

#

lattice shrinkwrap I think

zenith quartz
#

Lattice..?

#

Ahhh.

#

Maybe.

last parcel
#

well there is several ways, you could use a plane and make one side the use symmentry to just work on one side and go from there

zenith quartz
#

Yeh def mirror it

solemn goblet
#

That's like an in my mind theory crafting modifier stack attempt at a workflow

zenith quartz
#

I thought about just using edgeloops and going from there.

#

Edge slide bla bla

#

Or floater Geo.

solemn goblet
#

the real trick is to download hopscutter 😎

last parcel
#

i general don't like floater geo always makes the bake funky

zenith quartz
#

I have it (:

#

Floater Geo works for meeeee

#

But I use marmoset

#

So I can fix skew

last parcel
#

yea could be easier in marmo, i use substance painter

zenith quartz
#

Idk guess we'll see I wanna finish the main gun first

#

Then mag, then GP34, then PK122

solemn goblet
#

Which matcap do you use Avery

zenith quartz
#

Uhhhhhh

#

I forget the name

solemn goblet
#

ceramic dark?

zenith quartz
#

Dark grey one with like orange-ish edgelights

#

maybe???

#

I use "that one". :D

solemn goblet
#

It's almost part of your style somehow idk I just never seen someone use it

#

I'm not trying to personality test you on matcaps or anything lmao it's just one of the lesser used ones 😆

zenith quartz
#

It's alright haha

#

Idk I just like it but sometimes I switch

#

Zebra ones and bright red shiny one for checking shade

#

Ceramic grey or the world space rainbow one sometimes too lol

#

Just for fun

#

Used to use the red clay one a lot

solemn goblet
#

Red one is my favorite I think it's just the most neutral 'working' matcap if that makes sense

#

Anyway just wanted to pick ur brain a little bit. Really like what you got going on my friend

zenith quartz
#

Thank ya!

solemn goblet
#

Do ya got an artstation

zenith quartz
#

I do but it's not updated yet ^^;

#

So it's completely empty rn.

solemn goblet
#

No worries, whenever you upload it's a free like from me

zenith quartz
#

Heh thanks :)

fathom bolt
#

how can i mask my helmet in first person ?

solemn goblet
#

There was a dev who answered this question before, let me see if I can find it

#

Let me know if this is the answer to your question friend

fathom bolt
#

perfect thank you

simple meteor
#

anyone know what define land contact on vehicles ?

late veldt
#

I was sure I read something about intersecting more than two Colliders the other day and now I can not remember where. Is there a reason to not overlap colliders?

tidal latch
#

Penetration calculations are not going to work very well with overlapping fire geo

late veldt
delicate condor
#

they do be correct on that advice 😅

solemn goblet
#

start small but dream big 😎

twilit mesa
#

Sorry if this is the wrong place to ask, how would I go about saving something as a new prefab if I modify one of the stock items, say I want to change the properties or a lampost, change the lighting properties can I then save that as a new prefab so I don't have to try and remember what I did every time I want to add the same item

wheat bear
#

my models have a red tint to them, even with no material applied.

#

anyone know why? thanks

solemn goblet
#

Enfusion takes vertex color into account

wheat bear
#

is there an easy way to ignore them

solemn goblet
#

Just set it to white I think

wheat bear
#

or would I have to like open the model in blender or something

#

i bought the models so

solemn goblet
#

If you send me the model fbx I'll fix it for you, just DM me

wheat bear
#

its okay I think we just found a blender script/plugin to do it fast

#

thanks for the offer

solemn goblet
#

No worries

#

Hope it works friend

karmic adder
#

Can anyone tell me why the fences go to the ultra low LOD so soon in this scenario?
When I place one far away from everything else, I can go very far away without this happening.
Might this be related to GPU memory limit, or maybe them being so close together? And is there a way to work around this without just using less fences?
It's not directly related to the LOD settings, as I said it usually only looses detail very far away.

delicate condor
#

do they have other lods?

#

how complex is the first lod?

karmic adder
#

Didn't set the factors up myself, they are like this in the prefab. Possibly a mistake with both LOD2 and LOD3 being 1? I'm not too familiar with that, and I'm not sure if that's the reason.

#

The assets in question are the PierCovers located in ArmaReforger/Prefabs/Structure/Infrastructure/Naval/Piers.

late veldt
#

This is my first time making a 3d model. The collision boxes are great when walking around inside however when I shoot a wall the bullet seems to pass right through. Even my concrete material walls show no evidence of bullet damage, and bullets seem to pass through no problem. Any idea how I fix this?

tidal latch
late veldt
#

Well I kinda had to experiment a lot and probably have stuff wrong. Used all UBX or UCX colliders...

#

I also probably have the LOD0 stuff wrong and such

tidal latch
late veldt
#

Thank you reyhard.

#

For people with same issue in future searches - Fixed issue by selecting Default, Static, and Navmesh, in the Rigidbody Component that I added to the model. Thank you again reyhard.

tidal latch
late veldt
#

Ok

last hill
#

Where does the game pull the weapon holster/sling offsets from and is there a way to change them? I am trying to work out if I can have an unhidden sidearm show in a holster?

bright raft
wheat bay
# bright raft

Teach me your Hard Surface ways lol. It looks great! I'm practicing a bit so I can do attachments soon.

#

I'm impressed you got such clean curved surfaces. That's been the most tricky for me so far.

last hill
solemn goblet
#

I think he is good with the code side of things as well so basically that picture of a dude playing chess with his own brain

bright raft
#

Just got back into modeling more after reforger released, havent been doing it much before

torn lodge
#

cough Vietnam stuff

hidden yarrow
#

bruh riverx you should show m that apache...

#

that thing is insane

bright raft
#

Still thinking about adding it to Reforger some day

light eagle
#

Nice work you got there.

thorn topaz
#

impressive

dense plover
zenith quartz
#

RGO I made in a few hours.

solemn goblet
#

ur epic 4 that

red cypress
#

Is the character template supposed to look like this? or did I make a mistake when importing?

last hill
# red cypress

If memory serves, the collisions are correct orientation, the rest is backwards.

red cypress
last hill
#

You want everything to face towards the Y+ axis in Blender and 3ds Max

#

@dense plover Nah man, just googled and the DCS one is on another level

bright raft
last hill
bright raft
#

Well, now I am :d

tidal latch
# red cypress

Yes, that is correct. Upon import in workbench rotate your character by 180 in rotation field in import settings

red cypress
last hill
#

@red cypress From Reyhard from your post earlier. Yes, that is correct. Upon import in workbench rotate your character by 180 in rotation field in import settings

Looks like you do it at import to workbench, not in Blender mate, so work on it, then do the rotation when you import.

Apologies for the misinformation, I used 3ds for all my mods, Blender process is new to me.

red cypress
tidal latch
#

just to give bit more context - rotation of character originates from the fact, that animations are made in MB with character rotated 180 degrees. In Workbench though, it was decided that all assets should point the other direction. Rotate parameter in Transform section of Import Settings doesn't rotate the colliders so that's why this weird solution (aka colliders rotated in correct way where the character is rotated by 180 degrees) was made

#

Above you have pic where you should change mesh rotation

dense plover
prime notch
wheat bay
kindred thistle
#

Heya, is there a tut for creating uniforms? I have the model, materials, collision etc. already there, however I don't understand bones and what is needed

zenith quartz
#

Any way we can view XYZ coords for mem points and bones in vanilla models?

solemn goblet
#

I actually tried everything possible and @zenith quartz only thing I can suggest is checking the entity attachments and seeing what their offset is, very low chance what you are looking for is there.

surreal ore
#

@kindred thistle that's application specific. You need too learn rigging in whatever application you're using.

pliant bolt
#

Always worked on buildings, starting to switch to something more difficult, first attempt at a tank (I know it's very early but I think the turret is actually starting to look pretty decent)

tacit eagle
pliant bolt
pliant bolt
solemn goblet
zenith quartz
#

More AK.

#

I think I need a break before I keep working on this. Blegh. 😛

kindred thistle
#

Kinda getting there making a custom clothing piece, but it's behaving weird

late veldt
#

I don't see anything wrong...

prisma delta
#

yeah ive got scoliosis and thats just pretty much how i walk

solemn goblet
surreal ore
#

@kindred thistle If you want help later on today I'll give you a hand.

bright raft
daring condor
bright raft
#

Just compression and weird lighting in model viewer

kindred thistle
surreal ore
#

@kindred thistle Where you at? lol

sudden charm
#

anyone already created a carmodel or imported a carmodel to reforger?

sudden charm
#

thanks a lot

daring pasture
#

Can't seem to find a download link for the Blender reforger tools? Anyone know where it is?

#

Checked the wiki, but I might be blind

bright raft
daring pasture
#

Awesome, thank you very much!

median forge
#

Are there any resources for clothing creation at the moment, officially or community wise?

solemn goblet
delicate condor
#

you looking for the arma implementation or general "how to model clothes"

solemn goblet
#

<#enfusion_model message> Rywoox fixed issues with his own clothing here using a weightref I made, that's all I can remember.

last hill
#

Also depends on software of choice. I have done it using 3ds Max workflow, others have with Blender. So some from both worlds.

#

Not related to reply above.

Question for folks, would people like me to have a crack at making a leaf sight to go with the M203 model on my Block 2 as an option or is the zero'd red dot aiming system OK?

I would need to figure out a few extra things for it, but thanks to Greg's ironsight flip system I could quite easily make it a flip leaf sight system that is manually enabled via inspecting the weapon.

I will leave a reaction of thumbs up and down below as a sort of vote system.

flat lily
#

Hi everyone,
is there a way to scale my model to the correct size while importing?
I've found the scale property inside the "Import settings" menu. But once I change the scale to e.g. 0.5 on all axis my bones and memory points do not align to the mesh anymore. (https://imgur.com/a/A73EuGW) Does anyone has an idea how to solve this or is the only option to scale the model inside blender?

bright raft
flat lily
bright raft
#

It would probably still be easier in Blender. I imagine its also your magazine model not Reforger vanilla one since the model is MP7.
I'd just scale it a bit in Blender, reimport it to enfusion, test and repeat until scale is good

carmine vapor
#

Is there anything like multimat and supershader in Enfusion? Or is it just one method of texturing?

solemn goblet
surreal ore
#

@carmine vapor create a new material

#

Open it

#

In the top right there's a button 'change class"

#

You can even use the old dayZ/Arma shaders

carmine vapor
#

Thanks

solemn goblet
chilly dragon
#

Does anybody know what's causing these artifacts? its not the and it looks fine in both substance and blender until I import it in

solemn goblet
chilly dragon
solemn goblet
#

Ah interesting. So it's very small then?

chilly dragon
#

sorta, about the size of a finger. Problem was that I was just using my high poly just to see what it was like in game

solemn goblet
#

Huh. I'll keep that in mind for my own things. I wonder what the merge distance is in Enfusion. It might be something you can disable.

zenith quartz
#

Look at the vanilla M9 sometime.

#

It's uhhhh.

#

Missing many faces.

queen venture
#

Hello fellow modders,
My trade is as a 3D artist and I would like to develop mods for Arma Regorger and eventually Arma 4. Currently, I am midway through importing my first weapon. However, I am having trouble following the documentation since it is written for Blender users, and I use Maya.

I am reaching out today and asking for help. Could someone please send me the fbx file of a gun they have successfully imported into the Enfusion Workbench? This will enable me to see how the scene is laid out and how the bones are constructed.

shell hedge
#

there is one in sample assets

sly bridge
queen venture
#

oh really? I did see the sample gun from the workshop, but I could only access it within the Arma Reforger Tools. Is there any way to export that?

twilit mesa
#

Hi, can anyone advise me on how to import say an fbx asset I've got and how to get the textures to show up? If I import the fbx it's just a white model and can't figure out how to get any textures to show up

sly bridge
queen venture
#

@twilit mesa You can import files by right clicking in the asset browser and selecting import files

queen venture
twilit mesa
#

@queen venture cheers, will give that a shot.

sly bridge
#

@twilit mesayou need to assign an emat to it (this is software agnostic, not blender exclusively, considering blender has its own toolset for enfusion)

cloud rampart
#

What is the ID for hide the chest?

last hill
cloud rampart
#

Torso dont delete the chest :/

last hill
calm rune
#

Some more civilian clothing.

polar dew
#

Is there a way to force a light on during the day? So that an interior volume would be lit.

kindred thistle
#

Can anyone else help me through a little bit of a crisis? I'm trying to make a t-shirt, and the bones and weights are all correct, but when I put the cloths on my char, it's all fucky wucky. @calm rune already had a look at it, and he can attest that it's correct, and he somehow made it work on his end, however it doesn't on mine

calm rune
kindred thistle
calm rune
surreal ore
#

@kindred thistle I offered to help the other day, you never got back to me

kindred thistle
surreal ore
#

No worries

#

lol

kindred thistle
#

can I dm you?

surreal ore
#

sure

calm rune
surreal ore
#

@calm rune Look at a default clothing item

chilly dragon
surreal ore
calm rune
surreal ore
#

Its exactly what Bose posted, why it doesn't work for him. idk

calm rune
# surreal ore

So what would you type if say you didn’t want the feet to disappear when wearing shoes?

surreal ore
#

You would just not put the feet into the array

#

For instance

calm rune
#

Interesting. There are nothing in the arrays on my end but they still disappear 🤔

surreal ore
#

if you had what i posted above, and you made a tanktop you would remove Torso

#

Must be an inheritance issue then

chilly dragon
#

Also there is a way to find out what the specific parts of the character mesh are called, I forget how but I think it was just from looking through anything character model related

#

Figured it out. Go into assets>characters>basebody then open up the basebodyxob. Then in the panel on the right go into expand lods then expand the meshes section of lod0

queen venture
#

Hello all. I've been researching the provided sample gun today in an effort to mimic its layout to understand how I need to lay out my scene. After importing my gun into the scene, the only thing that works as expected is the LODs.
Collisions appear to be importing, but there still seems to be an error (invalid layer masks)
In addition, none of my bones or null groups seem to be registering within the engine. I have provided a screenshot of my outliner, if there are any Maya users out there who can point out what I am doing wrong it would be greatly appreciated

zinc wyvern
#

Hey guys, sorry if it's somewhere and I missed it, but which axis should be coming through the middle of a vehicle if designed in Blender?

#

Oh nvm found it

queen venture
#

If there are any Maya users out there who have successful imported a weapon in the Enfusion Engine please reach out 😅 🙏

sly bridge
#

fbx export should be software agnostic

queen venture
#

Mostly why the bones aren't being registered once in Enfusion Engine, and why the collisions have an invalid layer mask

sly bridge
#

you need vertices groups skinned to these bones to register as bones

#

in max at least i can have any sort of dummy object act as a bone if i skins some vertices to it

queen venture
#

ahh I see, I guess I was trying to make sure everything would register before I begin the skinning process. Thankyou for clearing that up!

sly bridge
#

no worries, that’s what these channels are for

queen venture
#

Nope still not working 😆 😭 Might call it for the night and try to pick it back up tomorrow. I am hoping to be able to build a conversion mod, I can make assets fairly quickly (3d artist by trade) but it looks like the learning process of a new engine is going to tie me down for a while.
Once I get that first gun working it should be smooth sailing. Anyway night all! Thanks for the help.
Talk soon

queen venture
#

I have not tried yet

tidal latch
#

well, I thought you read that page 😄

queen venture
#

I saw the image and assumed it was a blender window. my bad

#

🙏 IT WORKS!!! PROGRESS

calm rune
#

hey?

ocean mortar
calm rune
#

Can we have real world logos on our models or is that copyright infringement?

solemn goblet
#

I remember reading something about this with Hunt Showdown. So they have weapons like the Springfield 1866 and Mosin Nagant which are state govt weapons and then stuff like Winfield which is a mock of Winchester and Springfield but technically not intruding on any private companies.

#

I don't 100% know the legal lingo and what's what but if you wanna be safe, might be in your best interest 🤷

delicate condor
#

Armaverse in general uses made up franchises

#

Personally I like that

solemn goblet
#

If it were Rockstar, to avoid licensing issues they'd have it say "SEXX" instead of "SAXX" for example 😆

calm rune
#

I can easily make my own. That is no issues. Just was kinda ignorant on the subject.

pliant bolt
#

Once I've done all the hard surface modelling, I'm going to sculpt all the small gritty details

simple meteor
#

Nice work

sly bridge
solemn goblet
pliant bolt
#

By far my favorite tank out there

solemn goblet
#

Which tank is this? (I don't know tanks)

pliant bolt
#

I'm modeling of off a Leopard 2A6

#

It's the German MBT

calm rune
#

Behold! the new logo/s LOL

solemn goblet
#

Oh nice. West Germany it looks like, so you'll be fighting alongside my Challenger.

solemn goblet
calm rune
#

Anyone know why my legs are still missing when nothing is being override?

pliant bolt
solemn goblet
#

Ah. Not yet. It's months away.

pliant bolt
#

Ah oke

fathom bolt
chilly dragon
#

I was talking about it before if you scroll up a little

calm rune
chilly dragon
tidal latch
#

you would need at least one selection there to override mesh hidding - it can be empty as on pic above although I would definitely hide upper part of the legs

zinc wyvern
#

What do you think so far guys? It's my first proper 3D project

calm rune
zinc wyvern
#

Hmmm... how should I approach the canopy tho?

zinc wyvern
sly bridge
#

for airframes it is advisable to get some refs that have individual sections along the body. much easier to get it right

zinc wyvern
#

Well it's hella hard to get that

#

Usually you can find something on the blueprints site, but it's not cheap for a vector image

sly bridge
#

for everything you model based on real life counterparts the references are really important to get right

zinc wyvern
#

can you give me an example of what I'm looking for?

sly bridge
#

you can find a lot of these for model kits, also see what other games have these done - for everything jets, DCS is the most accurate representation you’ll get in a video game

#

example of blueprint with individual section along the frame

zinc wyvern
#

forg

#

I don't really see the important difference between mine and this

#

Except the weapons

sly bridge
#

i am not comparing this with whatever you found, because i haven’t seen the blueprint, it was more of a general advice.
in the lower left side you have 2 important things - sections along the airframe and a scale bar

zinc wyvern
#

This is what I'm using

sly bridge
zinc wyvern
#

The fact that there's individual sections in your's doesn't really help me, cuz I still don't know how to approach it

lament solar
#

You shouldn't start with a jet then

zinc wyvern
#

But how should I build my way up?

calm rune
lament solar
#

Yeah especially if you're going to deck out the interior

zinc wyvern
#

I'm not able to think of things to do before, I'm not knowledgable enough to know what's hard and what's not

calm rune
#

Someone correct me if I am wrong but I think I read somewhere that some tank models in War Thunder take there artist up too 4 months to be completed.

sly bridge
#

considering this is your first model, it is gonna be a pretty daring experince

zinc wyvern
#

The problem is there are tutorials o' plenty about blender, but a lot less about how to model

sly bridge
#

and you might quit in frustration. hence the general suggestion is to make something a lot smaller and easier but have the entire process covered

#

an ammo box of sorts could be a better alternative to get some experience under your belt