#enfusion_external_tools
1 messages · Page 1 of 1 (latest)
I created a tool that bulk-places entities using coordinates and orientations read from a JSON file.
If anyone else needs something like this, here it is:
https://github.com/Til-Weimann/entity-placement-plugin
doesn't this already exist in the form of a CSV import?
json is more fun though
idk
there's this thing called Import Tool in World Editor which does a CSV import, but yours is nicer so I'm gonna yoink it next time I need to add 500000 trees to a map
let me know if you need it, i added some more features to my private version as well, like Relative Y support, Normal Snapping etc.
I only need it to align to terrain, because my export tools will already randomize sizes, rotations and what not
the tool does take its time though, especially with lots of trees (10k+) it can take a couple of minutes
I'm ok with waiting, even though this seems to be much longer than the CSV Import tool that's built-in
i haven't figured out the bottleneck yet
you probably have to read the whole json file in order to iterate
with csv you can do line by line
yep, that might be it
but I'm ok with having my dataset split into smaller json files or whatever, doesnt matter, I prefer working with json over csv anyway
only thing it's missing is the csv import uses first element of each line as the prefab to create
so I can randomize variants myself in my tools
in case you're interested the import tool csv format is as below
ResourceHash PosX PosY PosZ QuatX QuatY QuatZ QuatW Scale
as a workaround I can have separate json files per individual prefab so not a big deal
thanks for coming to my ted talk, great to see this plugin
the plugin has randomization as well, you can just add multiple prefabs, but if you need it i guess you could also easily implement it yourself
in the options yea
So i updated it, it's now called Import Objects Extended, reads CSV, can blend between rotation and terrain normals, and supports optional Resource Hashes next to the Prefab Pool.
https://github.com/Til-Weimann/import-objects-extended
Edit: Long loading times are also fixed now, was due to the way I was determining flags
Guys, complete tutorial to generate island heightmap with TerreSculptor. French speaking, but, thanks to my work on transcription, good quality for the subtitles.
https://youtu.be/Oj23TLRGJQg
#arma #reforger #modding #game_development #jeuxvideo
Dans cette vidéo, nous apprenons les bases pour créer une ile à partir d'un champ de hauteur généré dans TerreSculptor et modifié à la marge dans Gimp.
Terresculptor est un outil totalement gratuit, téléchargeable là : http://www.demenzunmedia.com/home/terresculptor/
GIMP est également un...
it doesnt work for me... help
You have to be more specific if you want some help, folk.
where do you load the emat list from?
Those are duplicates saved in profiles folder
where do I drop my World Editor plugin, here?
Yes. I think external just means "non BI source"
So I made a new texture for the base game BDU trousers and I can't seem to change the Arsenal Icon. Anyone run into this before? I added my icon image as a 600x600 pt png (before importing) and set the icon under SCR_UniversallInventoryStorageComponent. The name and description changed like I wanted, but the arsenal icon doesn't change. Anyone know why this isn't working?
Have you restarted workbench?
Also there should be an attribute in the inventory storage component called preview that allows you to change what model is shown in the inventory preview
Yeah, tried restarting. It is working for the helmets, but the blouse and the trousers don't seem to work. I am guessing they get called from somewhere else?
Oh this might be my problem, Ill look for that
So I activated the "display worn model" and there is a tiny tiny pair of pants in the display window now lol. I cant tell if that is my pair of pants or if it is the pants icon.
that is my pair of pants that is your pair of pants. Reforger doesn't use picture for in game loadout system and instead everything is based on models present in game
Sweet, so I can use the x,y,z coordinate system just above it to bring it in to view? I am going to give it a shot.
https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Creating_retextures_using_overrides SCR_UniveralInventoryStorageComponent > Custom Attributes > PreviewRenderAttributes
Thanks for pushing me to the guide, but I have already done this tutorial and it doesn't explain this. I'll see if I can bring it into view and post my results
most likely you have some super huge bounding box on this item and camera is far away from it
Am I crazy or did someone not make a tool to generate a satmap texture from the painted areas?
dont think so but easy to do with something like substance designer in 10 minutes
How does that work exactly? There seems to be no .exe or something in the tool
In Visual Studio, you should be able to clone my repo, then build it. The powers that be don't appear to appreciate built applications being linked so it's a do it yourself deal.
By using your heightmap ?
what do you mean?
To generate a satmap in substance designer did you use your heightmap ?
no I used the painted masks
ok i need to learn how designer works 😄
Hey there! What exact format do the textures need to be? I exported the required textures as TGA 8 RGBA, and the Alpha channel seems not to be working unfortunately
as in it's just white
@dusk bronze did you manually add an alpha channel?
nope
using shadermap I exported a roughness map for the BCR texture, and an AO map for the NHO texture
all the files (Albedo, Height, Normal, Roughness, AO) are in TGA 8 RGBA, and the RGB channels in photoshop work great, it's just the alpha channel that doesn't seem to be working
Oh duh, you're using my Photoshop scripts. It could be a Photoshop issue. I don't remember which version I wrote it for. If you want you can send me the files and I can test on my end after I get off work tomorrow.
Could possibly be because they're 8 bit but I doubt it.
it needs to be 32bit (4 channels x 8bit channel) TGA btw. I think the default is 24bit
photoshop will only save alpha channel in tga if you use 32 bit mode
I would suggest looking into a tool that is actually meant for textures like substance designer if you expect to be doing this a lot
is there some tool I can use to pack an image to edds outside of workbench?
i think the only way now is rip it via some memory ripper
illegal to eject but legal to inject lol
I can write something to pack the uncompressed edds (easy) myself, but I'd rather not, as it's technically reverse engineering?
dropping my old workbench plugin for aligning entities, helped me make grids, randomize trees and align hot wheels tracks, see video for "modes"
think I'm being an idiot, but how do I add plugins? I don't see an "add plugin" option or any folder
You download the script files and put them into the YourProject/scripts/WorkbenchGame folder.
If you want to follow conventions, e. g. scripts/WorkbenchGame/WorldEditor/ThePlugin, but somewhere in the WBG folder is enough afaik.
sorted, cheers!
Hi, is there a script to make a perfect circle with splines?
Terrain Porting Software
Please make extension for scripting in VS Code.
If u need them…ask 😉
Currently only includes photoshop script
Hi,
is someone aware about a tool that can create polylines in shape format from object positions?
A week or so ago I was working on dynamically drawing polyline shapes based off a sector in an arma 3: warlords mission.
tool I was using: Geometry textbook.
Funny. Do the textbook provide the shp format definition, too?
Good evening all, I can’t recall when but I read somewhere about a script to extract bone positions from workbench. Does anybody know if it’s a thing and eventually if it’s possible to obtain it? Thanks in advance
I wrote it, will have to see if I can find it
If you’d manage that would be great and much much appreciated 😊
Hi! I'm making a map and other mods but I need to switch often between my PC and a laptop. So far I've used OneDrive to keep everything synced but I've noticed it struggles sometimes, and I've read that's not the best solution and can cause issues. So what's the best solution to share the same project between 2 PCs? Thanks!
You can use Github - this way you would also have history of the project and could roll back so unwanted changes.
Thank you! The only problem with GitHub is the limited storage space, my map is 4Gb now. In my experience OneDrive was working quite well but starts having issues when the engine creates a lot of files (i.e. when I reimport the satellite map)
Perhaps more hardcore solution is setting up NAS and VPN (like wireguard) to it. Using external USB drive could be also an option
The R3D team uses Amazon CodeCommit for our repositories. Simple and cheap. I think Ralian pays a couple cents a month for all our repositories in total.
do anyone know how to make a mod for arma for rp
you download the tools from steam - these are available once you have purchased reforger on steam and you go about creating whatever your heart desires
You also don't go about this discord server crossposting - read #rules
Hi guys
Did anybody manage to export spline to an external format, like svg, for example ?
There's already a World Editor tool for it
Do you mean this one ?
To my knowledge, it only exports polylines, not splines.
Oh then i don't know
Enfusion splines don't seem to be standard bezier curves. After hours, I didn't manage to replicate Enfusion splines in svg format. Too bad. If anybody could help, it would be great.
Actually I am curious about the definition of the splines shape as well
Same coordinates in Enfusion and in svg viewport (conversion relative -> absolute) and here is the result :
It's different to how it works in Arma 3 as well
Tried doing a road import as a test from A3, looked pretty different
hi guys how do i create such vfx maps in f.e. Quixel Mixer
Look up a Quixel Mixer tutorial?
there aint one
There is a really good one
for vfx maps ?
That is not really a VFX mask, there is no B channel in VFX maps
VFX is basically a mask, where R = dirt and G = mud, but the mask controls the position of other maps being overlayed.
Haven't used Mixer in ages, but if there is any option to create a new channel, that could be used as you deem necesary\
same thing stands true for _GLOBAL_MASK, with the exception that is using all 3 channels -> RGB instead of just RG like the VFX does
ok thx
Agricultural Field Generator (POC)
Hey guys, does someone maybe know why blender looks so different than mixer here ?
blender's only rendering the base colour/diffuse - missing normal map, roughness, metal
Hey guys, how do i start of woth the Rigging of a btr in blender ? How to make the same armature structure for moveable doors and stuff ?
Is anyone here a Blender wizard who can suggest a good way to rig the belt from the M60 box mag sample Mr Reyhard provided in #reforger_samples ? I've not tried to rig something like it before so I'm stuck on the best method that will also work and keep the belt links connected. (Shown in the video)
Currently looking for an alternative download for the Ballistics for excel addon since the download from the main bfx page is down
@sinful rover
Is there a tool or software that’s free to use to make topo maps out of custom maps? Or if I took a screenshot of my custom sculpt map?
Hello - what tool is everyone using to generate real world heightmaps? I tried QGIS 3.34.14 but the plugin for it seems to be broken for this...
Tried InstantTerra a while ago but its not free
As we may know you cannot add hotkeys to Enfusion for most things.. I've made an AHK script to add new polylines with middle mouse button. maybe splines coming soon idk (new polyline shortcut hotkey) https://github.com/Dorkwing/enfusion-new-polyline-via-middle-mouse-script
Blender PBR batch imported and node setup I knocked together from old parts. With adobe putting £300 price tags on thier software blender is very decent free alternative.
Can handle 200+ 2K PBR imports per batch on a good PC (64GB RAM+).
USAGE:
You will need to have Node Wrangler enabled which you should have anyway as its a great addon.
Create a new blend file. Add a single plane and select it.
Open Blender text editor and paste the script into it.
Change FOLDER_PATH line 4 to the folder containing all the PBR's you want to add to your asset library in this batch.
Save the blend file.
Click the play button in the middle top of the text editor.
It should open asset browser where the text editor was. It has put you in Current File mode You should then use the + to add a new catalog.
Drag and drop your files into the new catalog file. (You can nest catalogs as well)
Repeat.
You should then link to this blend file from your main project linking the assets and catalogs.
I have 64Gb RAM and even my PC stuttered hard crashing hard when importing a thousand PBR materials in one go so be warned!!
I would limit each import to 20 PBR files (150 images [Alb,AO,Norm etc etc) to be on the safe side.
*If you're on a low-mid end system use ctrl+/ on line 88 to disable the automatic preview generating.
Then you can manually do it later by clicking on the asset browser Asset and opening its N menu and clicking generate.
OR preferably do smaller batches as it will probably melt your system. *
If someone who actually codes want to clean this up and make it work better be my guest.
Seamless Satmap Tool
This new tool allows terrain makers to easily generate high quality satmaps.
- Takes material parameters into account for full fidelity (color modifiers + UV scale)
- Much quicker than previous methods
- No blending artifacts (like the other satmap tool has)
https://github.com/Til-Weimann/tilw-terrain-tools
Enhanced Map Tool (forgor to post this here)
This new tool can generate much prettier and more readable paper maps for your terrains.
Guide: https://github.com/Til-Weimann/tilw-terrain-tools/wiki/Enhanced-Map-Tool
Gimp 3.0 is out
https://www.gimp.org/downloads/
Just launched it. Pretty splash screen.
I made an improved version of the Satmap generator if any other map makers are interested. This one is UI based and has better fail stating.
https://github.com/Aphex123/Reforger-Satmap-Gen
Is that built from the seamless satmap tool or entirely separate?
Getting these errors, even after manually defining the folders as per listed structure
the GUI works but when you hit "browse" it just returns errors instead of selecting a folder
So in the folders it's expecting .PNG with the exact same name as in the mask and the materials folders
Expanded upon
I would say it expands maybe on the original script by granQ but not really on the Seamless Satmap Tool, as mine works differently both internally and externally, and has features this one doesn't have.
oh yes its based on that first one my mistake.
Wanted to share a project I've been working on over the past week or so: https://landaire.github.io/enfusion_tools/
Built out of slight frustration with not being able to do full text search in the Enfusion Workbench, I wrote an app that reads game data and allows you to navigate it.
It reads PAK files from your local filesystem and parses on-demand, so it's not pulling data from my server or anything like that.
I've got some other possible QoL things planned like typed search (e.g. finding components on prefabs) and revision diffing.
It's a bit rough around the edges since I've not really put any time into polishing.
This is Rust cross-compiled to WASM so the browser perf isn't too bad, but there are native bins in the repo: https://github.com/landaire/enfusion_tools/releases
great job man, this will be extremely handy for some use cases. figuring out vanilla prefab hierarchies and setups by hand is a pita
https://www.youtube.com/watch?v=OgMLGfxvXEY&t=52s
has anyone used this plugin and successfully put a car in the game?
Used it for weapon setup, seems to work alright. I had some dramas with scale being way off but I'm pretty sure that was a me issue as I was scaling multiple meshes at once
Hey @restive raft I’m getting a “can’t find image in data folder” error for my custom material/texture but I have both a png and jpg versions saved exactly in the directory it requests. Any clues?
https://github.com/Rendszerguru/ArmaPAK-TC
Total Commander plugin that allows for managing Arma Reforger .PAK archives, viewing files, and extracting them, with automatic EDDS → DDS conversion.
^ Important to note that executables like that can contain ANYTHING and do ANYTHING on your computer.
You should be careful, especially when source code is not provided or you don't fully trust the author.
As the plugin is a WCX (DLL) and was developed with good intentions, I didn’t initially consider that a non-directly executable file could still raise security concerns. That’s a valid observation — so I’m now including the source code.
@quick zenith Any chance you could update InterceptAR to work with latest version? I get this message trying it INTERCEPT (E): Intercept plugin "D:\SteamLibrary\steamapps\common\Arma Reforger Tools\Workbench\interceptPlugins\examplePlugin.dll" is outdated relative to intercept host and refuses to load INTERCEPT (E): Tried to load plugin interceptPlugins\examplePlugin.dll but it refused to be loaded
i don't know if was post before, but VUE 2023 terrain generator is free forever
https://www.bentley.com/software/e-on-software-free-downloads/
Unlock the legacy of e-on software! Enjoy free downloads of VUE, PlantFactory, and PlantCatalog.
your a god send
there seem to be some commercial use limiations within the EULA but pretty cool set of tools nontheless
does anyone have a better solution than github for map project sharing
I am trying to use Rokoko blender tools to retarget the armature and have issues where the legs get fcd, anyone have any experience with the mixamo rig to armature ?
Nevermind. I used the wrong bones for legs
Just updated enfusion_tools to support build diffing. It's kinda janky and not as feature-rich at all as you'd get out of typical filesystem diffing tools, but works if you want a quick check without dumping all the data to disk.
If you've used the website before ( https://landaire.github.io/enfusion_tools/ ) and don't see the "Diff Builds" button you may need to clear the site cache by using CTRL+SHIFT+R on the page. Otherwise there should be new native builds at: https://github.com/landaire/enfusion_tools/releases
Thought this might be useful for people trying to see what's new in experimental. Note: this currently only shows files under /scripts/ and /Configs -- mostly for performance. If there's interest in other dirs let me know.
Very keen to see the results from this! 🙂
https://x.com/KnoWhatCeb/status/1953401579752579473 I got further @opaque bane
you are using mixamo anims or rokoko suit?
I wish a could afford that, just the mixamo anims
what is this zesty pose lol
are there anything that allows external db?
Hi there,
I'm sharing a quick addon I've made today to fasten my workflow.
if it will help some peoples, it's a nice bonus 🙂
https://github.com/Javelin-prog/Blender_LOD_View_Switcher
GET 50% OFF FOR THE NEXT 48 HRS CODE: PANDATOOL50
https://pilotpandatools.gumroad.com/l/pjnoad
Thank you for all your support, I am apart of the modding team for Casual Ops Central discord.gg/driftusy
You can also msg ne in the blender tools channel at discord.com/invite/arma
I am NOT a professional modder in any capacity, I do this for fun. ...
This is a tool I made for me and my team, if you’d like to support continued development of this addon consider checking it out, or if you’re a hobbyist and can’t spare the cash (like me) reach out and maybe I can send you a code 😉
Isn’t this technically monetization of enfusion tools?
No because it’s my own code?
But if it does anything like colliders or anything to do with enfusion tools that Bohemia provides then it is
Colliders aren’t copyrighted by Bohemia. Tools such as this have existed since before arma was even a thing. I haven’t received any complaints from Bohemia about it
The collider that come with enfusion tools?
Colliders are just a mesh amigo
With a fancy name
Again, if I get any complaints, I’ll take it down 🤷♂️
Colliders have special materials made for the enfusion engine to recognize lol
But I’ll drop it
🤷♂️
I delisted it for now, but if any devs see this and have any input it would be greatly appreciated 🙏
As I understand your tool it only "reference" by "naming" the colliders to the enfusion standards so it will work with the engine. All these information are available and given by BI:
https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools:_Objects_Tools
Every mod dev do the same thing by hand when he imports 3d models.
Yes, there is nothing illegal about selling a plugin that works along side EBT.
As long as it doesn't touch workbench or EBT it should be completely fine.
It just blows my mind that people want to sell plugins that AI could spit out for free with a decent prompt.
Some people would rather just pay for a plugin that does it all for them instead of fighting with ai to do it and them bridging the gap.
There is no fighting ai to do it. Blender and it's apis have been out for years and are highly documented. So try again. Swooping in and try to capitalize on people who don't know any better is incredibly scummy.
No one's forcing them to buy it :/
Just published my Rust library for reading PAK files: https://crates.io/crates/enfusion_pak. It's zerocopy unless you use one of the Caching file wrappers.
Supports async/sync readers and will work in wasm contexts. An async example can be found here: https://github.com/landaire/enfusion_tools/blob/main/crates/enfusion_pak/examples/dump_file/main.rs
This is the lib used for https://landaire.github.io/enfusion_tools/
BACKEND (E): [RestApi] ID:[121] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Unimplemented 5xx, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
Error Try the suggestions in this Community Tip to help you fix Error 524: A timeout occurred. Background Error 524 error indicates that Cloudflare made a successful TCP connection to the origin web server, but the origin did not reply with an HTTP response before the connection timed out. Typically, Cloudflare waits 100 seconds for an HTTP response. If the origin doesn’t respond in that time, Cloudflare closes the connection and you’ll see “Error 524: A timeout occurred”. [PRO UP SELL] Qui…
is this still an issue or am i the only one?
Still ongoing
Anyone here know how to integrate a SVN server to the engine?
ask LLM
If someone needs an automatic Photoshop skript with output resolution choosing option to convert albedo, normal, roughness, metallic and ao to BCR, NMO i can give it to you
Sounds nice. The best way would be to provide it by github with a installation instruction.
I know this is old, but jesus-christ, funny how looking here, I see someone started a very similar project to what I'm currently doing now.
I'm hoping I can catalogue every mod, item, asset and such into a database from as many versions of as many mods as I can, tracking changes, stats, current stats, ect.
Users can select mods and versions, then load data for those assets, hopefully allowing modders, mission makers or just users to understand the difference between stats of weapons.
Maybe an update broke a stat, or someone just doesn't seem right component wise.
Maybe a staff member / user wants to see what is actually avaliable to the users with these mods.
Or a mission maker just wants to tick box remove or add items to an arsenal loadout in a simple list.
^ this would actually be very helpful.
Hey, just asking to make sure: are we allowed to open the games .pak files and make tools to do so? I've seen a few tools that do this but I want to make sure before doing it myself
I believe the EULA does not allow it, but there is no way BI can enforce this. If you don't use it for bad things, you will probably be fine.
Especially if you just use it to e. g. better understand how some things work and don't upload content from the game.
Which tool exactly do you mean regarding the .pak file?
Tools like ArmaPAK-TC
edit: and I am asking if it is okay to make these tools as I'd like to make one
I meant, what kind of custom tool would you want for the .pak files?
Because ArmaPakTC was mainly made so you don’t have to open the Workbench if you just want to quickly check something.
As @restive raft says, as long as you use it for purposes that don't violate the EULA, it should be fine.
Hi, I have some questions about the Reforger REST API.
I've been trying to receive callbacks for a while now; I can send data, but I'm not receiving the results.
I tested the example from the wiki and it doesn't work either. (https://community.bistudio.com/wiki/Arma_Reforger:REST_API_Usage)
class RJL_Database
{
string contextURL;
ref RJL_RestCallback m_Callback;
void RJL_Database()
{
contextURL = "http://127.0.0.1:8000/";
}
void RunQuery(string sql)
{
if (!m_Callback)
m_Callback = new RJL_RestCallback;
ExecuteRequest(sql);
}
string BuildQueryPath(string query)
{
if (!query)
return string.Empty;
string safeQuery = query;
safeQuery.Replace(" ", "%20");
string queryPath = "runQuery?sql=" + safeQuery;
return queryPath;
}
void ExecuteRequest(string sql)
{
RestContext ctx = GetGame().GetRestApi().GetContext(contextURL);
// Hard code for tests
sql = "SELECT 1";
string queryPath = BuildQueryPath(sql);
Print("LOG:" + queryPath);
ctx.GET(m_Callback, queryPath);
}
}
class RJL_RestCallback : RestCallback
{
void RJL_RestCallback()
{
Print("RESTCALLBACK INIT");
SetOnSuccess(OnSuccessCallback);
SetOnError(OnErrorCallback);
}
void OnSuccessCallback(RestCallback cb)
{
Print("SUCCESS CALLBACK!");
Print("HTTP: " + cb.GetHttpCode());
Print("DATA: " + cb.GetData());
}
void OnErrorCallback(RestCallback cb)
{
Print("ERROR CALLBACK!");
Print("HTTP: " + cb.GetHttpCode());
Print("DATA: " + cb.GetData());
}
}
I'm not receiving the callbacks, nor even the "SUCCESS CALLBACK!" or "ERROR CALLBACK!" logs.
I'm testing directly from the Workbench console, using the following code:
RJL_Database t = new RJL_Database;
t.RunQuery("");
Your database is not alive long enough to receive the result. Check how I did it here https://github.com/Arkensor/EnfusionDatabaseFramework/blob/armareforger/src/Scripts/Game/Drivers/WebProxy/EDF_WebProxyDbDriverBase.c
Also this question looks a lot like normal scripting to me. So probably wrong channel
Thx man, you saved me.
It worked perfectly, using the self-references.
I want to take a moment to show case the reason my servers and internet crashed 20 times today....
terrible external tool. do not recommend....
I see some orange hue, have you tried running a non-orange firmware?
Could this be used to create the Frontline mod known from Arma 3 as well?
Still trying to find some time to reimplement it in Enfusion Script 🥲
Never played that mod.
Thats pretty sick
Idk why but I always have soft spots for projects like these
Reminds me of WARNO game, the visualization of blue and red area
is this public?
No, it's still WIP
you let me know when it is 😉
Will do. We have kinda joined it with another tool our team has been working on which is pretty awesome if I do say so myself lol
How did you manage to get that image so clear
I built a web app that does the same thing you are doing and I am still using old map data from arma 3
I mean my web app doesn’t actually affect in game mechanics but it’s a tool for mission planning etc
Also I have live tracking of ai and players all manageable by admin
i think he is using leaftleet js plugin that can assemble huge amount of screenshot to recreate full map
Ok I am using a custom script to do this, and render my map, I just need to retrieve the map data and my system will set it up. How can I get those images and geo data from the tools?
Yes, this. Was going to put together a video showing how to use it.
Thank you guys🙏🙏🙏
Not sure if this is the right place, but some of you here might be able to help me:
#enfusion_terrain message
Have you heard about TacOps?
Haha. I have to finish making my OP first for my community 😛
Yes bro, I think TPM created it, and it’s an amazing tool that all milsim units should use! my app does the same, and some more stuff but my map markers are synced in game. And I have integrated tdl too.
Actually I created it 😅
TPM helped me out tho
Damn hahahaha great job!! Also I used your map export tool to get my image as well!
It is NOT my map export tool, that ones goes credit to someone else
ok sorry lol I am getting everything wrong hahaha
But yes I have used it and it’s great! I made a custom script to crop it and make a single huge image as my app uses a custom leaflet that works like that for reasons lol 🤣
But I think you should see how to implement live map and map markers synchronization between app and game in tac ops. It is possibile. I did it. I can help you if you need some stuff. I literally finished full integration and synchronization yesterday.
TacOps uses highly optimized webP tiles for speedy and dynamic rendering, based on the tiles output from that script. But tbh, it could all be more streamlines. Id rather have a script that creates one big ass image that I later then programmatically crop to the exact bounds, cutting off out of map void etc and then slice via script. But that is another task for down the line. The current way works good enough.
That sounds like a really cool idea, I didnt think this was possible. I assume you do live JSON edits to the profile folder and read that on the server?
Hit me in private
Are you releasing this?
the problem is to do this my map uses a database and it needs to elaborate the data from each server and each session, for now it works amazing for one server and one app, i dont really know how to scale it and make it public. but yes my goal is to make it public and have multiple sessions/communities but it will take time to figure out the whole scale thing. but i guarantee you it works great. no performance isues or stuff like that.
and about the database etc, if there are a lot of players, a lot of maps and a lot of data. it will get expensive very quickly, i dont want to be the one having to pay for everyone lol.
Also there is not only map data, you have other stuff like intel assets data elite links and other things that are in the app. The app shows thermal imaging too. All those entities are tracked so it’s a lot of data. Also multi layer capability, so players don’t just send markers to the game but whole layers, and they can be staked etc
Ok, coming soon lol
Does anyone know if there is a way to get a GPU capture of the shaders in reforger?
*that's publicly available?
Why?
The artist I'm working with wants to replicate the way the PBR textures work on the vanilla buildings (eg with the brick/mudding/wear baked into the RGB channels) and I was trying to explain to him how the layering works with the masks - I wanted to show him what something like pix or render doc looked like so he could better understand how the math worked when merging layers of materials together.
We're hoping he'd be able to get his substance painter setup so that he could edit the mask in a way that would show the proper output while he's editing rather than looking at RGB masks and guessing until it's in the engine.
He can look at the nodes of a multimaterial in blender and see how that all works.
RenderDoc?
Or Marmoset Toolbag
I don't know if blender has access to the shader that reforger uses to render the material - Having a capture from the directx api would help a lot in understanding in how the GPU is actually merging the textures rather than guessing at it.
Launch Reforger through RenderDoc directly instead of trying to attach to an existing process.
Point it at the Reforger executable, launch it from within RenderDoc, load into a scene, then capture a frame when you’re looking at the geometry you want to inspect. From there you can drill into the draw calls on the building mesh, see all the bound textures including the mask channels, and step through the shader pipeline.
Worth noting BattlEye may not be a huge fan of this
Awesome - Ty, that's what I was looking for - I thought I had to include the capture api in the source. When I've used renderdoc in the past, I usually only include the capture hooks in debug builds.
pbr multi is explained on the wiki. You can replicate the individual masks directly in both painter amd designer with direct viewport manipulation just fine, without requiring renderdoc
Hey everyone, I recently made a tool to auto-convert ARMA 3 P3D models and audio files into Enfusion. Will automatically go from P3D to FBX to Enfusions .XOBs, PAAs into PNGs/EDDS, create the model with the correct textures, and create a basic prefab with working rigid bodies based on the Arma 3 collision layers. It'll attempt to auto match material layers so concrete things behave like concrete, wood behaves like wood etc. Also features material name matching. So you can auto replace all glass from an arma 3 model to use a more proper glass material from arma reforger. Lastly also support converting arma 3 .oggs to .wav. Most of the application works without a hitch, theres a few limitations of course, such as no animations, transparent materials need to be adjusted to include an alpha map (but the textures are ported and assigned properly!), and interactions. For any static assets like buildings, walls, fences, rocks, those all work great tho. If you have any questions lmk, might help someone else. Last thing, this is for converting your existing unbinarized P3Ds if you worked in A3, dont expect to be making the next CUP https://github.com/russellocean/p3d-to-enfusion
I'll be uploading a short video showcasing how it works later
Hi, great tool. BTW: I found this video:
https://www.youtube.com/watch?v=a_IpyImqFD4
Maybe is the this node is helpful for decimation.
Head to https://squarespace.com/cgmatter to save 10% off your first purchase of a website or domain using code CGMATTER
⭐my site⭐ ➟ https://www.cgmatter.com/
Version 1.1.6 (Latest)
✨ New User Experience (UX)
- Quick Extract Options (F5 / Alt+F9): ⚡ A new, compact dialog appears before extraction, allowing you to modify extraction settings on-the-fly. This prompt can be disabled in the settings for a silent workflow.
🧠 Intelligent Features
- Smart Extract (Dependency Handling): 🧩 The plugin automatically identifies associated files (e.g., textures from
.xobor.emat) and extracts them alongside the main file across all currently active archives within the session. - Intelligent Folder Structure: 📂 Optionally preserves the original internal folder hierarchy during file copying and extraction (
KeepDirectoryStructure), and automatically resolves path conflicts to prevent nested folder chaos.
hahahahahaah why i did not put the voice in there 🤣
Because your video quality looks like the gif
Lol hahahaha now I understand u should see my monitor then 🤣🤣
If you're using OBS Studio for recording you need to make the output at least 1080p with >=30 FPS
I use screen capture 👽💀
I'd say you be asked to remove this it's against EULA fyi, talking from experience 🙂
I appreciate your concern regarding the EULA. However, the intent behind this tool is strictly to provide a streamlined workflow for veteran modders who have been part of the community since the OFP days.
This plugin offers the same transparency that the official Workbench already provides. It is designed as a bridge for those who find the Workbench environment unfamiliar, allowing them to study how assets work and learn from them without changing the underlying accessibility of the game files. It’s about education and maintaining a classic workflow, not about enabling malicious intent—which I personally condemn. Ultimately, it doesn't grant access to anything that isn't already accessible via official tools; it just makes the learning process more intuitive for a specific generation of creators.
regardless of intent my dude I know this will have the same issues that my tools did. Id talk to @vagrant linden before it becomes an issue 🙂
and I don't disagree with any of what you've said.
I just dont want folks making cool things to get banned when trying to help with the right intentions
My goal is to support the community, not to cause any friction. That being said, if this tool is found to be in conflict with any policies, I am fully committed to cooperating and making the necessary adjustments to ensure compliance.
Technically any reverse-engineering is forbidden.
And it's not enough to say I don't condone wrong use of my tools. People who do such things don't care about what you say.
I understand, and I want to respect those boundaries. Just to clarify your perspective: where do you draw the line? Does simply browsing the .pak archive structure (treating it like a directory) already count as forbidden reverse-engineering in your view, or is it specifically a file conversion (like EDDS to standard formats) that crosses the line?
I'm trying to figure out if there is a 'safe' version of this plugin that provides the file-system comfort for veterans without stepping on BI's toes.
In strictest technical sense all of that is reverse engineering.
But we can perhaps tolerate some things that dont enable anykind of theft, like unpacking (ripping in essence) and converting 3d models. Textures are also unfortunately questionable due to how some assets in mods may be licensed.
However Im not sure what benefit from just browsing the files gives.
This is a conversational opinion at this time though.
I appreciate your openness and the clarification. I completely understand why 3D models and licensed textures are a sensitive area.
To answer your question about the benefit of browsing: for a Total Commander user, it’s all about navigation, speed, and organization without any intent of deep reverse-engineering:
Reference & Learning: Many veterans prefer searching for file names, folder structures, or config entries (.conf, .scripts) directly in a file manager. It’s much faster to use Alt+F7 in TC to find where a specific script is located than to wait for a heavy UI to load.
Dependency Checking: Simply verifying if a file exists or where a path leads without having to 'import' or 'extract' anything into a project.
Side-by-side Comparison: The 'Old School' comfort of being able to compare two folders (one local, one inside a PAK) side-by-side to see what changed or what's missing.
So, in this form, do you think it still falls into the 'tolerable' category?
I agree, being able to inspect resources as files (i. e. text) is very useful, especially when you want to inspect vanilla resources and see their exact definition.
This can technically also be implemented in the Workbench, I'm not sure why it isn't already a thing.
ticket pls 🎟️
Made one https://feedback.bistudio.com/T198642
But even aside from this particular thing, it can be very useful to have access to a PAK in terms of files in various other ways, so I don't see the benefit of such tools (for legitimate use cases) going away at all. Two more examples Icebird didn't mention:
- The ability to do a full, arbitrary file content text search across the entire PAK - like if you want to find out every place a certain class or attribute is referenced, or where some specific configured value comes from.
- Data recovery from the Workshop version. Of course, regular backups or VCS can avoid data loss in the first place, but it still happens to modders every now and then, who without an option for recovery from the Workshop PAK, might lose dozens or hundreds of hours of work.
First
wow you're so cool you got first
what does this tool do? please add description
I think you can add your own plugins to the workbench, i imagine that is what this is for?
3rd party tools seems the main intention. But yes you can also make workbench plugins, this could be for that too
Interesting
I like that workbench tools are a thing
For those of you that use Substance Painter, here is an export preset for the new file types that Reforger uses. https://mega.nz/file/f3JykQaD#LAyUEBSk97Mdv218CFPu0lb73B2CJ55lN6cCXcZZW7U
If there is a more preferred way of uploading this, please let me know!
thanks
can you post a screenshot of the exporter?
Yessir
Albedo and Roughness are in the BCR map, and Normal, Metallic, and AO are all in NMO
leading me to believe BCR means "Base Color/Roughness" and NMO is "Normal, Metallic, Occlusion"
Huh? How do you get two alphas in an RGB map?
unless... using Normal's blue channel as an extra alpha?
There is no blue channel for normals, only Red and Green. I was a little confused by that myself, but it's what the workbench says is right, so I'll take what I can get.
normals only use 2 channels yeah, warthunder also uses normals + blue and alpha for material
It's correct, we compress the channels of various textures types into the two main ones, BCR and NMO, meaning less data, more optimized
The result is that the textures look 'weird' when viewing them out of context, for example in a regular image viewer because we don't use RBG+A in a traditional way.
is there additional info on the other shaders? multimat equivalent for instance?
also, about the wetness
Depends what you want to know 😄
Thank you very much for the further clarification, I had a feeling it would be something along those lines
Is there an updated BEServer spec for server Rcon? current rcon client tools dont display elements correctly
Whats not showing and what is?
PlayerName is showing as PlayerName 😄
lemme load into my server and ill grab you a screenshot
Feel free to make and share Workbench plugins (you can upload them to Workshop), there should be a sample on github already https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_WorkbenchPlugin
Our mission is to have every important tool in Workbench. So if you are missing a tool, please make it as a part of the Workbench using the plugins or give us a feedback and we can consider making it or give you more power to make it using the plugins. Only this way we can keep the development environment of future Arma consistent and compact. 😉
github copilot plugin for the script editor? 👀
We do not use copilot, do not have any experience with it. But it is interesting idea indeed.
👍 good to hear, unsure how useful it would be at the start and not knowing the language but it works quite well for python and c#.
are there any plans to create an official vs code plugin that add enforce scripting support to vs code?
And while I'm at it... a plugin to support git(hub)?
Love you
I did get a chance to double check that against Reyhard's later posted version, and it appears to be identical aside from the file name, so those of you that grabbed mine instead of his should still be good to go!
no, there is not such a plan.
So that means I'll be able to do a Workbench plugin to turn OSM data into an Arma map in a single click? 😮
I am not familiar with the format and it also depends on what you want to import. You can check existing plugins, possibly Export Geographic data plugin. It exports vector data (polylines) in GeoJSON or SVG. I assume that import can be done in a very similar fashion.
OSM stores data in its own format, but the previous OSM -> Arma map workflow used to rely on 3rd party OSM data exports as "shapefiles" (which is a common format used by GIS)
There is Import Shapefile plugin, so possibly it will solve your usecase
but that's too many steps hehe 😄
I want a single click :3
So I'm gonna make it single click
😄
I'll have a look at how to do that then. It should be a rather straightforward "workflow". Draw a bounding box on OSM, query its contents using their API, go through the data and place stuff accordingly.
On which Port do you connect via rcon to the server?
Default used to be 2302 or something close to that in a3
I set mine to 1 port below the game port (don't forget to open those in your firewall), put your BEServer_x64.cfg file in the \battleye\ folder which is in the same folder as your profile.
The file contents uses the same format as Arma 2/3.
@jovial jetty ^
thx for the info. tested all ports, but not below the gameport 😄
no problem 🙂
Are there any details on server querying already? 🤔
how does one do this in a fresh project? I tried just adding the files into an existing project, but for some reason they sample plugin otpion for world Editor isn't showing up. It does show up in the default .proj
Did you put them into the same filepath?
When I put them into "Scripts" folder in my mod it doesn't work.
But If I put it in Scripts/WorkbenchGame/Test/SampleWorldEditorPlugin.c, it works.
like this. I think WorkbenchGame folder is very important
Ingame scripts actually also require to be in Game or GameLib folder (or GameCode too, didn't try that one), there is a way to have a custom folder but I don't recommend it
Do you also happen to know how I could debug config loading? I'm really just trying to figure out why I can't use the Shapefile importer fully 😄
I never tried that
But #enfusion_terrain has proven very resourceful, maybe you just need to poke blud harder
im sure he'll appreciate 😄
You're reaching illegal levels of awesome my dude, keep it up!
is there a way to get the UIWidget from a WorldEditorTool script to refresh it?
I've been having a hard time finding what I'm looking for across the various file types that aren't easily searchable so I created a plugin to dump them to the local file system https://github.com/pennyworth12345/ReforgerDumper
any tools to convert edds files into tga or png (for modding purposes)?
I made some Substance Designer graphs for those who have maps already made and would like to merge them into BCR and NMO/NHO maps.
These are designed to be used with Substance Player which you can download and use free of charge.
https://github.com/KaiXOF/Substance-Enfusion-Texture-Map-Graphs/
Is or will there be a way to establish a database connection?
Is an extension like extdb for Arma 3 possible?
Or is it only possible with an rest API?
just API rest ( don't work ) i think
meant to be able to use api. but last i heard it was broken
when using a REST api, how to get apikey or any other credentials securely from the system? Or would one make the api publicly available w/o auth?
For anybody who has messy file structure when making mods, I made a template which is easy to follow and keeps you organized. Has a folder for Mod backups, and a text document to paste links to assets you are downloading off the internets for reference all in one convenient place, and a place for your Blender files, imports, exports, textures, ect. Put on your drive of choice and just copy the Mod Template inside the Arma Reforger Mods folder whenever you are starting a new mod. I've seen some of your Desktops in screenshare before... So here ya go ❤️
you can read files on disk in $profile directory for example
Since external tools are welcome with the new engine, are there any plans on opening up some of the file format specifications like .edds, .xob, ...?
i would assume it isn't considering these files are protecting the content
You can get workbench to give a file that you can then use to convert to png or whatever for textures
one of those unexpected features I guess 
Hello for a few days I am completely blocked I can not find how to correct this error on Zmodeler to make a 3D car to put it in UV Mapping it blocks me completely because when I render nothing is displayed
for 3ds max people (if any are left), quick FBX export tool considering the interoperability, saves a ton of time for me
category:"Enfusion"
toolTip:"FBX quick export"
(
if $ != undefined then (
filename = getFilenameFile maxfilename
exportpath = maxFilePath + filename
pluginManager.loadClass FBXEXPORTER
FBXExporterSetParam "SmoothingGroups" true
FBXExporterSetParam "SmoothMeshExport" false
FBXExporterSetParam "Triangulate" false
FBXExporterSetParam "Animation" false
FBXExporterSetParam "Lights" false
FBXExporterSetParam "ASCII" true
FBXExporterSetParam "UpAxis" "Y"
FBXExporterSetParam "FileVersion" "FBX201500"
FBXExporterSetParam "Skin" true
exportFile exportpath #noPrompt selectedonly:true
)
else (
messagebox "Nothing Selected" title: "FBX Not Exported"
)
)
anyone knows how export bones from maya in fbx to enfusion? my model is fine but without bones... i bind the "bone/Skeleton" to the model
@AlwarrenSidh and if you cannot find the bones, make sure you have <export skinning> checked
worked for my 3ds max workflow
I have found the issue ☺️ thx!
https://i.gyazo.com/73396712630c0afc851aa577123f95e6.gif Just made this simple tool to grab all the Ids and versions for adding mods to the server. Mainly for my self. But if anyone wants it. Ill put a link up in a second.
Currently only includes photoshop script for converting textures
Made it for myself but figured some people might have some use for it
Does anyone know of any alternatives to using Terra Incognita to create satmaps from real world data?
Simple tool to convert PAA files from source folder to PNG files in destination folder. Currently only bulk converts all PAA files in source folder.
https://github.com/BigBenDevs/PAAtoPNG/tree/master
Sadly not an answer but would be awesome with a script/tool that would export screenshots of the terrain ingame from say 200 meter so then could patch together a sat map based on the actually objects placed/mask.
some fiddling with substance designer would get you that
