#enfusion_external_tools

1 messages · Page 1 of 1 (latest)

vagrant linden
restive raft
rain elm
#

json is more fun though

rain elm
# restive raft 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

restive raft
#

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.

rain elm
#

I only need it to align to terrain, because my export tools will already randomize sizes, rotations and what not

restive raft
#

the tool does take its time though, especially with lots of trees (10k+) it can take a couple of minutes

rain elm
#

I'm ok with waiting, even though this seems to be much longer than the CSV Import tool that's built-in

restive raft
#

i haven't figured out the bottleneck yet

rain elm
#

you probably have to read the whole json file in order to iterate

#

with csv you can do line by line

restive raft
#

yep, that might be it

rain elm
#

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
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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

restive raft
#

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

rain elm
#

in the options yea

restive raft
#

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

gaunt pine
#

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...

▶ Play video
wanton storm
gaunt pine
neat hill
#

@rain elm Tool I wrote for batch material creation

rain elm
neat hill
#

Those are duplicates saved in profiles folder

rain elm
#

where do I drop my World Editor plugin, here?

waxen island
#

Yes. I think external just means "non BI source"

celest verge
#

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?

junior pewter
#

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

celest verge
celest verge
celest verge
shell crescent
#

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

celest verge
shell crescent
celest verge
shell crescent
#

most likely you have some super huge bounding box on this item and camera is far away from it

dusk bronze
#

Am I crazy or did someone not make a tool to generate a satmap texture from the painted areas?

rain elm
#

dont think so but easy to do with something like substance designer in 10 minutes

dusk bronze
waxen island
#

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.

fringe nimbus
rain elm
fringe nimbus
rain elm
fringe nimbus
dusk bronze
#

as in it's just white

neat hill
#

@dusk bronze did you manually add an alpha channel?

dusk bronze
#

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

neat hill
#

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.

lethal helm
rain elm
#

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

rain elm
#

is there some tool I can use to pack an image to edds outside of workbench?

placid granite
#

illegal to eject but legal to inject lol

rain elm
#

I can write something to pack the uncompressed edds (easy) myself, but I'd rather not, as it's technically reverse engineering?

rain elm
full jetty
#

think I'm being an idiot, but how do I add plugins? I don't see an "add plugin" option or any folder

restive raft
full jetty
#

sorted, cheers!

neat hill
dusky berry
#

Hi, is there a script to make a perfect circle with splines?

neat hill
#

Terrain Porting Software

lethal crow
#

Please make extension for scripting in VS Code.

scenic moat
dusk bronze
#

Currently only includes photoshop script

fleet apex
#

Hi,
is someone aware about a tool that can create polylines in shape format from object positions?

wicked kettle
fleet apex
glacial yew
#

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

neat hill
glacial yew
#

If you’d manage that would be great and much much appreciated 😊

sullen hearth
#

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!

shell crescent
#

You can use Github - this way you would also have history of the project and could roll back so unwanted changes.

sullen hearth
#

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)

shell crescent
#

Perhaps more hardcore solution is setting up NAS and VPN (like wireguard) to it. Using external USB drive could be also an option

waxen island
hard portal
#

do anyone know how to make a mod for arma for rp

lethal helm
gaunt pine
#

Hi guys
Did anybody manage to export spline to an external format, like svg, for example ?

restive raft
gaunt pine
#

To my knowledge, it only exports polylines, not splines.

restive raft
#

Oh then i don't know

gaunt pine
#

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.

restive raft
#

Actually I am curious about the definition of the splines shape as well

gaunt pine
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Same coordinates in Enfusion and in svg viewport (conversion relative -> absolute) and here is the result :

restive raft
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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

celest fulcrum
#

hi guys how do i create such vfx maps in f.e. Quixel Mixer

neat hill
celest fulcrum
hybrid hemlock
#

There is a really good one

celest fulcrum
lethal helm
# celest fulcrum hi guys how do i create such vfx maps in f.e. Quixel Mixer

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

gaunt pine
#

Agricultural Field Generator (POC)

coarse drift
#

Hey guys, does someone maybe know why blender looks so different than mixer here ?

crimson jetty
#

blender's only rendering the base colour/diffuse - missing normal map, roughness, metal

coarse drift
#

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 ?

opaque bane
#

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)

lofty agate
#

Currently looking for an alternative download for the Ballistics for excel addon since the download from the main bfx page is down

open star
#

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?

digital arch
#

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...

pliant nexus
#

Tried InstantTerra a while ago but its not free

shadow thunder
#

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

GitHub

download auto hotkey... right click (arma reforger tools shortcut)... edit with notepad.. change the filepath to the location of "enfusion_polyline_middle_mouse_.ahk" - Dorkwing/e...

plain coral
#

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.

restive raft
restive raft
fleet apex
#
honest birch
hybrid hemlock
strong wave
#

Is that built from the seamless satmap tool or entirely separate?

eternal beacon
#

the GUI works but when you hit "browse" it just returns errors instead of selecting a folder

hybrid hemlock
restive raft
#

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.

hybrid hemlock
still hill
#

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

harsh bear
fleet apex
gritty heart
azure canyon
#

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?

strong smelt
quick zenith
#

^ 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.

strong smelt
urban scarab
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@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

half parcel
vagrant linden
shell dirge
#

does anyone have a better solution than github for map project sharing

hushed wadi
#

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

still hill
# still hill Wanted to share a project I've been working on over the past week or so: https:/...

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.

opaque bane
hushed wadi
shell crescent
#

you are using mixamo anims or rokoko suit?

hushed wadi
#

I wish a could afford that, just the mixamo anims

plain depot
#

are there anything that allows external db?

gritty heart
pine bolt
azure canyon
#

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 😉

ancient crescent
azure canyon
ancient crescent
azure canyon
ancient crescent
azure canyon
#

With a fancy name

#

Again, if I get any complaints, I’ll take it down 🤷‍♂️

ancient crescent
#

Colliders have special materials made for the enfusion engine to recognize lol

#

But I’ll drop it

azure canyon
#

I delisted it for now, but if any devs see this and have any input it would be greatly appreciated 🙏

fleet apex
neat hill
#

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.

fair ocean
neat hill
fair ocean
still hill
fickle plinth
#

BACKEND (E): [RestApi] ID:[121] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Unimplemented 5xx, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""

upbeat umbra
# fickle plinth BACKEND (E): [RestApi] ID:[121] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Co...

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…

azure canyon
#

is this still an issue or am i the only one?

normal kernel
vale grotto
#

Anyone here know how to integrate a SVN server to the engine?

tidal fjord
#

ask LLM

strong smelt
native tusk
#

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

fleet apex
elfin cypress
# still hill Wanted to share a project I've been working on over the past week or so: https:/...

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.

late sierra
#

^ this would actually be very helpful.

timid sapphire
#

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

restive raft
strong smelt
timid sapphire
strong smelt
limber rune
#
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("");
wheat zinc
#

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

GitHub

A database framework to connect the Enfusion engine with SQL-, document- and local file databases. - Arkensor/EnfusionDatabaseFramework

limber rune
#

It worked perfectly, using the self-references.

small cedar
#

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....

cursive barn
#

I see some orange hue, have you tried running a non-orange firmware?

hasty mountain
#

Been playing around with making my own mission planning tools. Very much WIP

hasty mountain
strong smelt
zinc pilot
hasty mountain
flint falcon
south urchin
old heron
hasty mountain
blazing marsh
hasty mountain
blazing marsh
#

.

#

Im excited

candid geyser
#

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

olive fulcrum
candid geyser
#

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?

hasty mountain
candid geyser
#

Thank you guys🙏🙏🙏

fluid vapor
hasty mountain
candid geyser
# fluid vapor Have you heard about TacOps?

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.

fluid vapor
#

TPM helped me out tho

candid geyser
#

Damn hahahaha great job!! Also I used your map export tool to get my image as well!

fluid vapor
candid geyser
#

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.

fluid vapor
# candid geyser But yes I have used it and it’s great! I made a custom script to crop it and mak...

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.

fluid vapor
candid geyser
#

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

candid geyser
#

Ok, coming soon lol

ripe plover
#

Does anyone know if there is a way to get a GPU capture of the shaders in reforger?

#

*that's publicly available?

ripe plover
# neat hill 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.

neat hill
#

He can look at the nodes of a multimaterial in blender and see how that all works.

rugged charm
#

Or Marmoset Toolbag

ripe plover
#

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.

rugged charm
# rugged charm RenderDoc?

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

neat hill
ripe plover
lethal helm
trim quail
#

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

GitHub

Contribute to russellocean/p3d-to-enfusion development by creating an account on GitHub.

#

I'll be uploading a short video showcasing how it works later

candid geyser
fleet apex
candid geyser
#

Small win 🤣😭

strong smelt
#

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 .xob or .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.

https://github.com/Rendszerguru/ArmaPAK-TC/releases/latest

GitHub

📝 Changelog – Arma PAK Plugin for Total Commander
Version 1.1.6 (Latest)

Fix: Prevent the extraction options dialog from appearing when using Total Commander's Viewer (F3) for a faster, uninte...

candid geyser
candid geyser
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hahahahahaah why i did not put the voice in there 🤣

neat hill
candid geyser
ember forum
candid geyser
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I use screen capture 👽💀

small cedar
strong smelt
# small cedar I'd say you be asked to remove this it's against EULA fyi, talking from experien...

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.

small cedar
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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 🙂

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and I don't disagree with any of what you've said.

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I just dont want folks making cool things to get banned when trying to help with the right intentions

strong smelt
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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.

vagrant linden
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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.

strong smelt
# vagrant linden Technically any reverse-engineering is forbidden.

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.

vagrant linden
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This is a conversational opinion at this time though.

strong smelt
# vagrant linden In strictest technical sense all of that is reverse engineering. But we can pe...

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?

restive raft
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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.

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This can technically also be implemented in the Workbench, I'm not sure why it isn't already a thing.

restive raft
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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.
solemn arrow
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First

rapid grotto
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wow you're so cool you got first

hollow dome
ancient swallow
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I think you can add your own plugins to the workbench, i imagine that is what this is for?

quick zenith
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3rd party tools seems the main intention. But yes you can also make workbench plugins, this could be for that too

ancient swallow
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Interesting

shut kiln
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I like that workbench tools are a thing

true ruin
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If there is a more preferred way of uploading this, please let me know!

obsidian mango
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thanks

lethal helm
true ruin
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Yessir

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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"

polar egret
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Huh? How do you get two alphas in an RGB map?

#

unless... using Normal's blue channel as an extra alpha?

true ruin
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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.

vague veldt
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normals only use 2 channels yeah, warthunder also uses normals + blue and alpha for material

dense nova
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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.

lethal helm
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is there additional info on the other shaders? multimat equivalent for instance?

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also, about the wetness

dense nova
true ruin
torpid vector
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Is there an updated BEServer spec for server Rcon? current rcon client tools dont display elements correctly

boreal thicket
torpid vector
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PlayerName is showing as PlayerName 😄

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lemme load into my server and ill grab you a screenshot

boreal thicket
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Cheers

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Ping me when youve got one, currently at work so may miss the reply

toxic light
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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

Modding Samples. Contribute to BohemiaInteractive/Arma-Reforger-Samples development by creating an account on GitHub.

spark wharf
toxic light
spark wharf
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👍 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#.

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are there any plans to create an official vs code plugin that add enforce scripting support to vs code?

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And while I'm at it... a plugin to support git(hub)?

true ruin
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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!

fresh pine
toxic light
fresh pine
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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)

toxic light
fresh pine
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but that's too many steps hehe 😄

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I want a single click :3

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So I'm gonna make it single click

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😄

#

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.

jovial jetty
boreal thicket
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Default used to be 2302 or something close to that in a3

torpid vector
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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.

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@jovial jetty ^

jovial jetty
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thx for the info. tested all ports, but not below the gameport 😄

torpid vector
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no problem 🙂

agile zephyr
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Are there any details on server querying already? 🤔

light cedar
quick zenith
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like this. I think WorkbenchGame folder is very important

light cedar
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ah lememe test that 🙂

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works, thanks dedmen

quick zenith
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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

light cedar
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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 😄

quick zenith
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I never tried that

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But #enfusion_terrain has proven very resourceful, maybe you just need to poke blud harder

light cedar
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im sure he'll appreciate 😄

finite rivet
woeful iron
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is there a way to get the UIWidget from a WorldEditorTool script to refresh it?

tepid drum
frail mantle
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any tools to convert edds files into tga or png (for modding purposes)?

teal canyon
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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/

GitHub

I've created a number of Substance Designer graphs for those who wish to convert/merge their PBR Texture maps into their Enfusion Engine Compatible Counterparts. - GitHub - KaiXOF/Substance...

hard condor
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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?

steep urchin
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just API rest ( don't work ) i think

graceful mortar
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meant to be able to use api. but last i heard it was broken

left bay
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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?

simple remnant
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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 ❤️

quick zenith
cinder drum
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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, ...?

lethal helm
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i would assume it isn't considering these files are protecting the content

south urchin
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one of those unexpected features I guess keka

lilac rampart
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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

lethal helm
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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"
    )
)
dark island
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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

lethal helm
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worked for my 3ds max workflow

dark island
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I have found the issue ☺️ thx!

deft prairie
neat hill
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Currently only includes photoshop script for converting textures

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Made it for myself but figured some people might have some use for it

timber oar
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Does anyone know of any alternatives to using Terra Incognita to create satmaps from real world data?

waxen island
late willow
rain elm