Just Released my Building pack that hopefully will grow as time goes on. intended for mapmakers and mission maker.
https://reforger.armaplatform.com/workshop/5D84C738432BFE6A-WolfsBuildingPack
#Wolfs Building Pack
1 messages Β· Page 1 of 1 (latest)
OOh really nice ! thank you
Weβll probably take this on DarkGru and use it for trainings!
aaaaaaaaaaaaaaa YES ! Thanks @astral parcel
some pictures of the next 2 buildings i am making
Ah the old school
Oh yeah!?
Verry nice !
When do you plan to update the pack?
when i am ready for it...
Have already started adding some of your assets into my map π€πΌ
Have noticed no collisions for the dam though.
Could probably add a rigid body to it
Any new updates on buildings?
Update 0.1.1
Added The School building
Added Dam as a prefab
Added Supermarket
Added new props Chernarus Star sign
Added New prop Coat hangar School
Update 0.1.2
updated Materials for Appartments and Large red barn, disabled the Env probe for the cowshed until i can fix the issue with shadows going through the roof,
fixed barrack_S issues with shadows,
Added EnvProbe for Ticketbooth.
changed Supermarket Prefab to add stairs and such.
Love your assets will be using them on my training map and for more mislim stuff as time goes
Update 0.1.4
Added 2 more barracks buildings
Added Military HQ buildings with 2 diffrent color variations,
Added Small Barn Buildings
Added Gas station Cover
Reenabled the env probe for Large Barn and fixed shadows issues
Nice work !
Update 0.1.5
Updated the Appartment building Model
Updated Interior Textures for HQ model
Updated textures for Appartment Building
Updated Textures for Supermarket.
Added new Ladder Prop
Added Ladder to roof of Appartment buildings so you can get up there
Wip models for new radio station
Wip model for new City House
how to add dependency on my map in reforger tools
right click on the map you want to add and open it with addons
Update 0.1.6
Added 2 New buildings
Single Floor Wooden Building
City Building A
Fixed issues with Supermarket
Can we get a pic of the 2 new building?
Canβt wait to see them on Chernarus π
Update 0.1.7
Added New Barn Building Called Barn Large
Did some changes to model and changed the textures on Barn Small
Added New Door models Called Barn Door Large Left and Right + Frame
Working on some Rails
Anxiety I get from seeing those curses rails. When I was learning the map I use to run up an down those things
It's a shame we can't use these on GM to add to a town/village or create new ones on open areas. Nice pack though.
no shadows/AO?
Its just some Base textures right now still trying to get the best resultat that i can
got the gravel textures abit better,
iii think you can add some fake "displacement"
toy around with wireframe density and good 2 go
yea that is one way to go for it, but i am abit worried about having way to many polygons, as the object is going to get a lot of times.
polys are cheap nowadays
and with proper lods it shouldnt eat perfomance at all.
Mesh on gif is just 640 tris. With proper lods you can decrease it to 6
that true, i am still stuck in that crysis 1 mindset of modding π
Thanks for the suggestion though will try that one π
oh yea that turned out much better with the gravel Thanks for the Suggestion Tactical π
Another one working on rails? lol
I was actually doing that too, but stopped working on it a few weeks ago
How far are you with that?
i got the railway bridge doneish, 25m rails are on there way to be completed platforms are almost done trying out some finishing touches on them, Started doing Railway Bends, and hopefully will start with Railway Crossing later today.
I already did all the rails, wanna coordinate or team up?
Two versions of the assets, new (concrete) and old (wood)
https://cdn.discordapp.com/attachments/1080175650540892160/1138917020675625010/ads.PNG?ex=65303221&is=651dbd21&hm=febd47323b9caa49cea3b9ebb677bec7a6a2a0f44a2ebee02856ef844762631d&
No, Thanks i prefer to work alone for the time being. due to its more or less a learning experience for me with buildings.
Alright π
We just need a train now π
Canβt wait to see what you come up with next
Hey @astral parcel ,
you have a trouble with Barn_large.et prefab
Create entity @"ENTITY:2501772" ('GenericEntity','Assets/Props/BuildingStuff/Doors/Barn Large Door/Frame_Door_Barn.xob') at <13906.832031 49.295135 8942.190430> DEFAULT (E): The prefab "Prefabs/Props/Structures/Doors/Door Barn Right Large.et" should have a HierarchyComponent because it is spawned by an EntitySlotInfo in DEFAULT (E): The prefab "Prefabs/Props/Structures/Doors/Door Barn Left Large.et" should have a HierarchyComponent because it is spawned by an EntitySlotInfo in
and with your House01_A_Single_Floor
RESOURCES : GetResourceObject @"{BDAB259255D6642F}Assets/Houses/Town/Village/Single Floor Buildings/House01_A_Single_Floor.xob" RESOURCES (E): Wrong GUID/name for resource @"{3EFC1DC9F44ADBA8}Exterior_Details.gamemat" in property "UTM_Concrete" RESOURCES : GetResourceObject @"{3EFC1DC9F44ADBA8}Exterior_Details.gamemat" RESOURCES (E): Failed to open RESOURCES (E): Wrong GUID/name for resource @"{3EFC1DC9F44ADBA8}Exterior_Details.gamemat" in property "UTM_Concrete" RESOURCES : GetResourceObject @"{3EFC1DC9F44ADBA8}Exterior_Details.gamemat" RESOURCES (E): Failed to open
and ticketbooth
RESOURCES : GetResourceObject @"{9B9D7D35FF1E5349}Assets/Structures/Commercial/TicketBooth/Ticketbooth.xob" RESOURCES (E): Wrong GUID/name for resource @"{B8B5E4D549528805}Roof.gamemat" in property "UTM_Main" RESOURCES : GetResourceObject @"{B8B5E4D549528805}Roof.gamemat" RESOURCES (E): Failed to open
those error are nothing to really care about its just failing to open materials that are not there on the UTM's
and in 5_floor_appartment, You've lost the rpl component in MailBox_01_Red
Update 0.1.8
Added Railways 25M, Bends Left and Right, Concrete Stop for trains, Railway Bridge Found under Prefabs/infrastructure
Added Metal Shed, Found under Prefabs/Industrial
Added Platforms for railways
Fixed some issues,
Added MCR Texture for Cowshed barn Large
Added MCR Texture for Appartment
Hey wolf, you plan on coming through to the next major update? No push just curious as Iβll have your mod as a dependency! Just would like to plan ahead! @astral parcel
yea, i plan to be comming into the major update, so i will update on the day that i releases
Okay thank you! Iβve been working on a Milsim scenario that utilizes some of your work! Sounds good!
Having trouble updating the mod, just getting Download failed in Arma Reforger on PC. Happening to anyone else?
it could be becuse all mods got delisted before 1.0 is released to stable, so you will need to wait until I push an update towards it
1.0 ready?
From what I've seen it's available
Updated to make sure it works on 1.0
Railway Powerlines
Update 0.1.10
Added a PipeHidden A underground pipecovered with terrain.
Added Railwaypowerlines And Generators 30 and 50 distance
i guess you might be able to breakup this tiling with some masks
or just change a size of this pattern, because rn its very eye catching and not rlly good for end user
same goes to this cowshed, just make a vfx mask and paint some leaks on it, just like vanilla buildings do
trust me, it will be worth it, it will look even bettern then it looks rn
yea, just havent gotten around to them yet, might even remake the barn not fully happy with it. π
Update 0.1.11
Updated The Textures on Cowshed Barn and School
Added Flagpole with Chernarusflag
Added 3 new Ladders for the school building
Fixed some LOD issues with School and Cowshed Barn
Update 0.1.12
Updated Textures for the Large Redbarn
Added Doors for Large Redbarn
Added Ladders for Large Redbarn
Changed Doors inside School hallways
Fixed issues with Textures with the school
Update 0.1.13
Fixed issus with collision of the school doors
Added New Stairs for the front Entrance of School
Changed Materials for Side stars and 2 way side stars.
Hi Wolf, just letting you know this exists now:
https://reforger.armaplatform.com/workshop/5F0D245931200FD1-RailwayGenerator
Since you're also using the A2 rails, if you want to include it in your mod, you can probably just copy my values from Rail Enfusion Redux over.
When moving or deleting the appartment I am left with 5 pieces of what seems to be parts of the roof lights from each floor. Somehow can't remove them. Any ideas?
It doesn't matter it doesn't stay
Ah okay, good to know, ty
Just had a closer look at your mod.
First of all: Nice work, general asset quality is fairly high.
However, one very significant problem I noticed is LODs:
Quite a few assets don't have any LODs, and even out of the rest, LODs are often still way too complex.
To give some examples, the rail assets (which would be used in large amounts) each have 20-35k triangles, but completely lack LODs.
While most buildings do have LODs, they still don't seem very optimized at all, often only reducing triangle counts to 50% in total, still well in the medium 5 digit range.
Right now, I would personally not use many of the great assets in this mod just for performance reasons.
But usually, there would be very straightforward ways to bring these numbers down by at least 1-2 orders of magnitude, so I hope you take another look at LODs if you return to this mod.
seems like i forgot the export with LODS on for the railroads, fixed the newest update,
that was just uploaded
Nice. π
IIRC you forgot this with other assets too, I recommend re-checking all of them. A particular one I remember is the radio tower.
And what I said about the other assets still stands, there is still a ton of potential for optimizing beyond mere reductions from e. g. 50k to 30k faces.
what radio tower ?
oh you mean green mountain Tower, yea i havent even finished that one yet, so that is why it has no LOD's
Yes, that one π
Most other railroad related assets (platforms, power poles etc.) also don't have LODs, by the way.
If I may, one thing I would also recommend is using the LODs from Arma 2 instead of decimating.
These are already very well optimized, so you will get a lot further while maintaining the look.
Power Poles do have LOD's, you are most likely looking at the one that i am going to use for stations, but havent finished yet.
Ah, I see
@astral parcel a bit offtop, but, have you worked with lightportals?
yea, I did some work on one of the barack buildings if i remember correctly
can you please show me how they look in blender? for some reason when i tick Generete BSP with light portals added it crashes my tools
yea sure
no, wait i never had them working, i thought i did but thats becuse i clicked on Force create Portals. mine crashed at 72%, when it was unchecked
yea crash at 72
Til the LOD inspector π
Hey @astral parcel I hope you're having a great festive season!
We've found an error on your "Shed Large" object. Basically, in the Rigidbody you forgot to set it to static, and the result is a mess (see photo).
just uploaded a patch to fix that
Fantastic Mod. I added it to Everon Xtra.
Someone was asking me if it would be possible to have versions of the Apartment buildings that have Doorways/openings that connect one apartment building to another (So it would make it possible to walk inside from building to building) ?
no as that would require a full remodeling of the building.
Good morning Wolf,
Have been running your Wolfpack for a week now on Everon Xtra.
I think everyone in the community is mega happy with those new buildings.
Excellent job !
I had your pack on Everon Xtra many months ago also, walls were flickering and such and i think the frames went down too much. Also in those times it was unwise to have a dependency on my mod, with the game itself being so "unrealiable". And so i had removed it back then.
Now it works really good so far. Thank you Wolf for sticking with this amazing mod and adding all of this to the worlds of Reforger.
Update- Updated Railway Models textures and LOD's
Could you make the dam a Building instead of a GenericEntity? I think it would make sense for it to be visible on the map.
hey wolf, are you planning on making any "destroyed" buildings? (like in a warzone) if yes, when?
not planning on making any destroyed buildings, i will make the dam a building entity for the next patch.
okay, nice work
Update LODS Of Dam Building
Changed Dam building to building entity instead of Generic entity
Added Version 2 of Dam building as a prefab which has a control tower on it.
Hmm, the dam still appears to be a GenericEntity after the update. Also when I try to place the dam control tower, my workbench immediately crashes.
RESOURCES (E): Could not open '$WolfsBuildingPack:Prefabs/Infrastructure/Dam/Dam ControlTower.et'. File not found.
that error is basicasly saying it cant find the file what i would do is, delete the mod and redownload it to see if that fixes it self.
@astral parcel I'm regards to the dark grey apartment building, are you planning to finish it soon?
at some point i will finish them, still trying to get the design right
Ye, fixed it. Seems file patching got corrupted for some reason. All good now π
π
The Barrack_Line.et (right) seems to have some weird artifacts at mid range
pushed an update to fix it, plus a shadow issue on barracks line and school buildings roof
@astral parcel is the long apartment building very high up on your priority list?
no
Ok. Do you have a roadmap or anything I can check out?
nope
Update 0.1,20
Added Railway Station Prefab
Added Railway Crossing Stop,
Added New doors for Railway Station
Added Base Model for Industrial Building
Added Sawmill Shed Prefab + models.
Very nice !
Anyone aware of issues with white houses looking very out of place and blocking roads on maps like gulfcoast and 4MMR extension? Not sure if it's a conflict with this mod
Nvm found the issue
After the latest update, the school building is gone and all thats left is the furniture for it
works fine for me, have you tried redownloading the mod ?
Update 0.1,21
Added Small Guard Tower
Added Prefab of Small Guard Tower
Added prefab version of Guard Tower Ladder
Added Base model for an industrial building.
I'll give it a go.
Hey @astral parcel , with update you must change entity of this chair SCR_DestructibleEntity --> GenericEntity
already fixed but thanks for giving a headsup
No prob π
Update 0.1.22
Added Hesco Barriers with several Prefabs version of it.
Added Bunker Tower Model + Prefab
Added Bus sheds 2 versions Model + Prefabs
Added Dirtcover with woodenwall Model + Prefab
Added New models of Barracks better versions Old version still exits as prefabs, but higly suggest you use the new ones
Update the kitchen Buildings textures and lods
Added New small Dam version
Updated Lods on Majority of buildings
Added Repair center model + Prefab
Added Prefab version of industiral Complex 01
Added Shed Metal Concrete Model + Prefab
Added Bridge Brick Model + Prefab
Added Bridge Wood Model + Prefab
Added Various Models of windows and frames Ladders and Doors models + Prefab
Added Workbench Model + Prefab
Added Shelf Model + Prefab
Added Roadblock ConcreteBlock Model+Prefab
Updated Guardtower model due to issues when going up the ladder you would clip into the roof
Added Generator of Military Concrete Wall
Added new Dst version of Military wall
Updated Lods on Military Wall
Changed the Chairs and Tables on Appartment Building.
Update 0.1.23 fixed Bunker Guardtower ladder not working
really nice additions!
Update 0.1.24
Added Cowfence 3.5 M and 7M and pole + Prefab versions
Also Generator for the cowfence so you can place it on a spline
Added New Dam model that is split up in two so you can change and do how long of as a dam you want.
Weird effect happening to the Dirt part of small barn. Happens when you are cirka 40m away.
Update 0.1.25
Fixed UV issue on LOD 01 on Barn S
Added more lod versions of Barn Large and Barn S
π
can this be spawn by GM ?
No
Update 0.1.26
Removed some Lightportals due to xbox can't handle it.
Oh sweet, are you attempting to try to optimize for Xbox here and there?
the really tiny amount that i can, seeing is there is no way i can see if it even improves anything for the xbox
Ah, Iβm currently on a trip but when Iβm back to my Xbox I can check if it runs better or if I can tell if it improved anything.
ππΌ
Since you donβt have a console I can try my best to help on that aspect and give the best feed back I can, thatβs if you wish to try to optimize for it.
sure.
Hey @astral parcel kinda forgot about it all. But just loaded up Chernarus and it seems a lot more stable. I did the same test I did a while ago and put some RHS marines and Russian down in different towns and it helt on for a lot longer. The airfield is also quite stable.
I canβt get it to crash. So what ever you did definitely worked! If it keeps going in that direction with improvement here and there in no time it will be stable for Xbox!
hey @astral parcel im using your building pack for my map and i was just wonder if there is a eta on this building in specific
that buildings if far off,
Have you seen the issues with the school stairs?
Had multiple users report they are able to see through the floor etc
i had not, will fix that for next update
appreciate it
Update 0.1.27
Removed RPLcomponet of building that don't need it for Performance increase,
Added Radiostation Building with new windows doors and Ladders
Fixed missing doors on industrial building
Added Castle Buildings only LOD0 currently on them.
Greenmountain Prefab added can't climb it yet as the ladder is not usable will be in a later version when i get to the point where i am happy with the building But it has all the LOD's completed.
Fixed issue with School Building
Added Sign for Farms only LOD 0 so far
Added Barn Wooden Small Only LOD0 as the building is far from completed yet.
Added Barn Wooden Large base model
Added New buildings Base Models only
btw forgot to mention that the school entrance roof doesnt have auto transform on so its invisible on servers
update 0.1.28
Fixed autotransform issue on school building entrance roof
@astral parcel double hatches D:
ty buddy
Update 0.1.30
Removed some more RPL componets and unncessary Hiearycomponets
@astral parcel this ladder in school doesnt work btw
Hey @astral parcel , I think you forgot to remove the "small red radio" from "House A red and green" and "railwaystattion"
Can you chane it at the next update? π
That gave me a good laugh!
@astral parcel , what would be a good way to compile the short list of things that could be changed/fixed on the map entities (ie towns and cities, etc) so that missions that autodetect for compat (ie Overthrow) would better work on Chernarus? I imagine the Chernarus terrain update comes before long now that the bldgs addon was updated. I was surprised that the buildings addon wasn't a dependency btw, but I guess you copied the assets into the base ChernarusReforged.
Also, I did a thing.... π
Make a text document and send it to me would be the best. I decide i wanted chernarus to fully standalone in hindsight that was a misstake.
Zelen I can consider a full city now. π
Yeah, I see what you might have thought, but then you probably realized that just means some users are downloading the same content twice, among other things. You could gradually transition things to the assets from the bldgs pack though and just make it a dependency for awhile.
Thats True. Might do that after this next update
Perfect, I'll get a text doc together here shortly. Again, if you're ever looking for help from someone who has great attention to detail, etc., happy to lend a hand. I'm working on building out Gorka more next since it felt about 1/3 completed.
Thanks for offer but I like to work alone, as i jump around the map working on alot of places. Would make working more then one on it diffcult
Understand completely. Let me know if you would like me to at least share this layer of things, the railyard and city are setup as two separate layers as well. You'd be more than welcome to use it however you'd ultimately like to. Thank god for navmesh patching btw! π
I know it's hard to have multiple people working on a terrain in the traditional way too. I think BI had to have a very segmented and established plan for their terrain collaboration, and it's still not perfect from what I've read.
I think this helps solve one of our issues with Overthrow compat too! Awesome.
Update 0.1.31
Changed Out the Orange Prefabs version of the redradio to blue version
Added New ladder for Roof acceses inside the school

Thanks Wolf π
btw are the ladders in the green mountain tower supposed to be working yet?
No.
all good was just curious, btw there's a bug with those little bunkers, the player model gets stuck
after you climb the ladder the player gets stuck here
couple errors with the industrial_complex prefab:
ENTITY : Create entity @"ENTITY:17079" ('Building') at <2453.385986 156.345001 6390.851074>
RESOURCES : GetResourceObject @"{A58C77F368041F45}Assets/Props/BuildingStuff/Windows/Window Top Factory/WindowtopFactory.xob"
RESOURCES (E): Wrong GUID/name for resource @"{81DB014CB979EAF3}WindowTop_Factory.gamemat" in property "UTM_Frame"
RESOURCES : GetResourceObject @"{81DB014CB979EAF3}WindowTop_Factory.gamemat"
RESOURCES (E): Failed to open
RESOURCES (E): Wrong GUID/name for resource @"{81DB014CB979EAF3}WindowTop_Factory.gamemat" in property "UTM_Frame_Fire"
RESOURCES : GetResourceObject @"{81DB014CB979EAF3}WindowTop_Factory.gamemat"
RESOURCES (E): Failed to open
Also the {40235C78B4D96949}Prefabs/Props/Furniture/TableOld_01/TableOld_01_brown.et can just be made into staticmodelents or genericents and turn off rpl for the ones inside the big apartment block seeing as they dont need to be networked if the phse component is disabled
Tableold_01_brown is the vanilla stuff.
some roofs dont have collision π @astral parcel
Oh when the did that happen. 
Update 0.1.32
Fixed missing collider for military HQ roof
Update 0.1.33
Fixed stretched textures for busstop 01 and 02.
@astral parcel is there any chance we can get a copy of the building pack on the experimental workshop if you have some spare time? π π
on its way up currently
ty sir 
and its up
any tips for placing a load of your railway? and tyvm for the modpack
i just do them one by one and do a alt and drag and keep going like that
If you wanted to, you could add my rail generator mod as a dependency or optional override addon. It automatically follows polylines.
Update Assets
Fixed LOD issues.
Added Ladders for greenmountain
Added new Industrial complex 02
Added Construction site
Added Wooden Long Shed
Added Wooden Short Shed
Added Trash container
Added Civilian fuel tanks 2 different colours
Added Multiple new windows and doors
Fixed Bunker Tower
Fixed missing Colliders for a Castle Wall
Fixed missing LOD for A Castle Object
FYI this update create a JIP error reverting to 0.1.33 remove them (at least on my koth server with zimnitrita map)
i would need some logs when the jip error happens, it could be anything from that the person just got a bad download, and just need to delete and redownload the Mod or something else,
yeah sadly you wont find much help there afaik
this is server logs
could pinpoint to this mod only by checking update dates of all dependencies of zimnitrita :/
yea that gave me no information what is causing the issue, thanks bohemia. π¦
this is client side but i think its not better
well it gives a little information ( this line tells me its trying to get a resource that isnt there anymore
[RestApi] ID:[416] TYPE:[EBREQ_WORKSHOP_GetAsset] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", message="Resource asset not found"
and also for some reason its trying to update the addon from the new version to the old one
Addon Download started 5D84C738432BFE6A - WolfsBuildingPack
20:00:22.649 BACKEND : Updating 5D84C738432BFE6A from 0.1.34 to 0.1.33
I have those even in the working version
because I reverted to .33 to have a functional server π
#enfusion_scripting message some people talking about JIP errors
i don't use RPL componets
the 2 storey barracks from arma 3 (also in dayz) has doors that open towards the hallways, they should open towards their rooms so that people can navigate the hallways without having a million doors in the way
i can take a screenshot of the building if u dont know what i mean
i already know, i made that almost 2 years ago when i had little knowledge, its on the back burner to remodeling it to fit more into arma 3 but its going to be a while
kk, good to know
invisible barrier here in the long barn (no, this totally did not get me killed during a multiplayer match on chernarus)
the castle interior stairs dont have smooth hitboxes for players, meaning that when u walk up and down them the player snaps to each individual stair rather then it being smooth, like vanilla stairs
Hi wolf dou you update new building in yout wolfbuildingpack?
i got a building i want to finish first
Yep no prob
Update 0.1.35
Added the New Buildings and fixed several issues same with the powerline for the railway generators has been fixed
Hey @astral parcel , In your latest update, did you fix the Shed_large? when you pull on it, it flies away.
should be fixed
Hi Wolf, we can't climb the ladder on the prefab Bunker_Tower.et
hey wolf since 1.2 the ai wont spawn inside the buildings or on top of the towers anymore , it works with everything vanilla and even my floating building but for some reason all your assets the ai cant seem to spawn on . you might got an idea why ?
works fine for me it might be a bit in the ground as it should be around here where i am looking
it might be the fix i am currently working on that will fix it, but is it all buildings or just certain buildings, and that bunker towers prefab i noticed was missing the rigidbody that will be fixed in the patch
thanks for the fast reaction man . that would be asome if that fixes it . i got a lot of your buildings around and the ai use them a lot π
would oyu have a rough idea when you might have the fix live for it ?
no clue as of yet, there is going to be an issue for map creators as when i first created the prefabs i made an error, so when this fix is applied it will make all buildings move up into the air, but all that needs to be done is for the map devlopers to move them down, this will also fix the missing interior sounds,
i noticed XD
yea thats the first building that i started noticing that i setup it wrong
i take it you update it all in 1 go right so that we dont need to move 1 house by 1 π
yea the new fix is most likely the fix that will fix the ai in the buildings
perfect β€οΈ
yea i will make one patch for it all, seems like the better option server owner can just downgrade the mod until map developers release an update
all good π ill wait for the update for now i moved them on other spots so they dont stay stuck haha
I have the option to climb but dosent work, i believe Wolf work on a fix
Mm seems to work fine for me i can climb them i tested it a few min ago
could be that you are looking at the top one not the bottom one
small hotfix going up to add the missing rigidbody to the bunker prefab
finnaly changed my budget tower with yours wolf XD
it was made in like 30 min hehe
any progress update on this btw?
still working on a certain building that i am having issues with currently.
ah all good nw , moved all my ai for now once you done i can move them all back π
'question if you dont mind , will you if possible ever add this building aswel ?
at some point i will be making it but that is far away
the giant antennae next to zelenogorsk should have a red light on top of it, for aircraft visibility at night
current Progress of the remodeling of the Appartment building, What this entails is a more Lore/accurete Appartment building then the one i did before, + also a lot more performance friendly
β€οΈ
noice job wolf
Image 1 is stuff that is getting removed next update due to bad models that i created when I knew nothing about building modelling.
Image 2 is some of the new stuff
Fixed missing interior sounds for buildings.
Changed out the Apartment Building
Changed out the supermarket building to much Better Versions
Added several new props
Added gas station Building Added Light tower.
Added Civilian Hangar
Also Tweaked several materials to look a bit better
β οΈβ οΈβ οΈ β οΈβ οΈβ οΈ
This will make most buildings to fly for maps that use the stuff so I highly suggest for server owners to not update until those maps posts an update too,
β οΈβ οΈβ οΈ β οΈβ οΈβ οΈ
Props to you for growing and improving. Good work!
Thanks for the heads up. When is the update coming out?
the new update is out now, then next update that is comming sometime in 2024 will see the removal of the old barrack buildings
Ooof that ones gonna hurt. Is it being replaced w an updated model or just removed entirely?
there is already replacements in i just never bother to remove the old ones, the first image is the ones that are getting removed and all those have better replacements already in and working
After the Update every Buildung on Serhiivka flys. Why is that?
oh i have seen it in your post βΉοΈ
Ohkay cool cool
Any chance you can post the prefab names (or guids) for the stuff that is being removed? Just makes it easier to check across several maps
Also seeing some errors with {94535842A7947BE6}Prefabs/Structures/Houses/Military/Military HQ/Military HQ.et
ENTITY : Create entity @"ENTITY:1" ('SCR_DestructibleBuildingEntity') at <0.000000 0.000000 0.000000>
MATERIAL : Material load @"{C38C70E89E3FD98E}.emat"
MATERIAL (E): Material file not found
MATERIAL (E): Object @"Assets/Houses/Military/Military HQ Building/Military_HQ.xob" - cannot load material @".emat", creating default one (class MatPBRBasic)
Barrack_L_95B976A515586374
Barrack_Line_E6F7004E73A66F52
Barracks_S_3D72037A4F2BD6FB are the ones getting removed
I assume the Military HQ v2 building will also throw the same error
Update"
Just fixing some Errors
Also fixed the tiling on the Military Hq floors
also discord why the hell is there pig doing something with a pokeball o.o
The industrial complexes and radio station seem to be throwing an error too:
{DE1C2F3654ED757D}Prefabs/Structures/Industrial/Industrial complex 01.et
ENTITY : Create entity @"ENTITY:1" ('SCR_DestructibleBuildingEntity') at <0.000000 0.000000 0.000000>
MATERIAL : Material load @"{A806B89BB30F51EE}.emat"
MATERIAL (E): Material file not found
MATERIAL (E): Object @"Assets/Structures/Industrial/Industrial Complex 01/Industrial Complex 01.xob" - cannot load material @".emat", creating default one (class MatPBRBasic)
{284A7F21D3B7430F}Prefabs/Structures/Commerical/RadioStation.et
ENTITY : Create entity @"ENTITY:1" ('SCR_DestructibleBuildingEntity') at <0.000000 0.000000 0.000000>
MATERIAL : Material load @"{7AE40421E09D9559}.emat"
MATERIAL (E): Material file not found
MATERIAL (E): Object @"Assets/Structures/Commercial/RadioStation/RadioStation.xob" - cannot load material @".emat", creating default one (class MatPBRBasic)
I think this was also from the radio station or maybe the radio station furnature:
MATERIAL : Material load @"{A29C4354F363A70A}Assets/Structures/Commercial/RadioStation/Data/Exterior02_Mat.emat"
MATERIAL : Material load @"{A29C4354F363A70A}Assets/Structures/Commercial/RadioStation/Data/Exterior02_Mat.emat"
RESOURCES (E): Wrong GUID for resource @"{BA34DF2138CBCDE6}Assets/Structures/Commercial/RadioStation/Data/Exterior02_Mat_MASK.edds" in property "MaskMap"
RESOURCES (E): Wrong GUID for resource @"{BE11AA326E33EE39}Assets/Structures/Commercial/RadioStation/Data/Exterior02_Mat_VFX.edds" in property "VFXMap"
@astral parcel I currently use your building pack on my server and we use 0.1.6. However, after restart it keeps updating to version 0.1.8 even though our mods are version controlled and a heap of buildings are floating in the air.
Were there any issues with your latest update and the Reforger workshop having issues earlier?
where in your mod list is the building pack in relationship to your map?
try putting it before the map instead
Will give it a go.
So far I have:
- Deleted the mod folder as well as the mission folder in case of corruption
- Recreated the config.json
- Changed the mod load order as suggested by Cyborgmatt
- Tried a duplicate config on a different server
And both servers are being forced to update to 0.1.38 despite attempts to roll back to 0.1.36 or even 0.1.37
@fickle mulch @astral parcel ^
I don't know about server stuff try asking in reforger servers
Might be a workshop issue with your mod.
did you try moving it all the way to the top of the mod list, I have a feeling its just a mod load order issue and your dependency is being called before it reaches your mod entry
Moving wolfs building pack to the top of the list resolved the problem and now runs the version we want to use (1.3.6).
^ This will resolve your issue.
Thanks
is this updated on the workshop ? so i can start fixing the maps π
does this also mean that ai can spawn inside of the building again ?
bruh these bunkers are fire
thanks for all the work wolf loads more stuff to use now π
Yes its on the workshop
o yea i know haha , already fixt 1 map and added some off the new goods π
Wolf, on the apartment buildings, Im getting between 80-90 FPS on the middle apartments and the right side apartments but when I go through the left apartment Im dropping down to 46 FPS...any ideas?
What map this on
my xtract one i added them today π
Updated to add occlousions to several buildings should help with performance
Nice job! What version is "ok"?
0.1.36 is the one before the interior sound fix so that should be ok until other people fix the flying buildings on their maps
It didnt work in my case. keeps dl ing the 0.1.39
You have to load the wolf mod in before it calls other mods. So move it to the top of your mod list then try.
Hmmmmm. What map is it?
Zimnitrita, TPM was tryna help me but we got nowhere.
Cassburne have laready fix the buidling in the map but it's not out yet on the workshop sorry guys
So I just tested it and it works with the following:
{
"modId": "5D84C738432BFE6A",
"name": "WolfsBuildingPack",
"version": "0.1.36"
},
{
"modId": "597697D81A1EA202",
"name": "Zimnitrita",
"version": "0.1.13"
}
],```
@ripe robin Maybe delete the mods on the server first and let them re-download or wait for the release of the new map version.
Thank you
So on my map this building randomly decided to go in the air. Anyone know how to fix this
wolf updated all the models so make sure to use the latest version and if you own the map then you just move it down by hand
How do I get your mod to update in the world editor? Trying to solve the building floating. Itβs updated version 39 in game just not sure if it is in the world editor
after you have updated in the game you need to open up the world editor and move the buildings down by hand.
any idea if this one is fixable in the big red barn building lol
doubeful but I can take a look
In the world editor they are not floating and never were itβs only in the GM mode in game
I don't know try readding the mod to the tools again.
cool idea: put lights on the ceiling of the petrol station pumps roof thing
its possible to get stuck in between these doors with no way out (the doors wont move if u open/close them) in the apartment building
Update 0.1.40
Added Occluders to almost all objects
Finished up Apartment 02 Model, LOD's and Materials
Added New Model and prefab PublicRestRoom
Changed out Ticketbooth model to a better looking one
Fixed Busroof models and fixed materials + LOD's
Added an another Variation of Military HQ model,
Fixed Dam model with Control Tower, so it has interior Sounds now,
Updated Barn small and Barn Large Models interior to look better and updated LOD's to work better.
fix going up, Fix is live
The problem about building floating in some maps its because your mod or the maps ?
Maps they need to move them down and do an update
If a map hasn't updated to fix yet, you can took wolf back to version 1.3.6. But his stuff is much better post update
Keeping my map Updated π
Thx for all the wonderful work again Wolf πΊ
Everyone that i know is really enjoying all the buildings and stuff.
there's a "find floaters" tool built into enfusion workbench
Added HighwayBridge and Highwaybridge pillar Models LOD and Materials.
Added Prefab version of Both.
Update 0.1.43
Added Large tunnel 100M long one with a road in it and one without it
Updated All Railway models same with the RailroadBridge model. All Railway Models Share their Materials now.
added Several new wall objects, Wall Military Concrete, Wall Civilian Concrete, Added Brick Wall Model, Updated MilitaryWall Model to look alot nicer
Added Dst wall models.
Fixed small Texture issue on Apartment02 Also changed Exterior Wall texture
Added Dependency of Til's RailwayGenerator
Added Generator for Railways.
Cleared out some Old files.
Fixed Barndoor error
added Model of Village_House_3_1 -"No Prefab no texture finished yet on it.-"
Added Railway Split Left and Right turn Model+Prefab
Added Railway 10M long and 40M long Model + Prefab
Added Generators for New Wall Models
Canβt wait to blow up those apartment blocks 
at least arma 2 has those destroyed models for their buildings
i still need to remodel alot of them, and rextexturing all of them, setup the prefabs and with the Apartment Complex buildings i am going to need to create entire new ones.
sounds like a lot of work
https://www.youtube.com/watch?v=pbNG5Bc0hT8 Destruction Test of Apartment 02
Testing out Destruction of Apartment Building 02
Nice dude
also screenshot of how the Apartment 01 will look like Destroyed, Still got issues with Furniture won't despawn when building is destroyed though, hopefully BI will release some documentation of it soon
Even beter then bis own XD. And yea stuff attacht seem to not de spawn i saw that on stuff like the light tower aswel
Do you take damage when is collapsing inside? Trying to update mine, but if I have someone in the buildings, they donβt take damage.
yes i die when inside of the building when it goes down
Do you know how the damage works?
my guess, its has something todo with SCR_InteriorBoundingBox by setting that up to the size of my building and having the size at the zero point seems to work for me atleast
awesomee
ill check it out
Amazing work as always 
Finally figured out how to make it remove the Furniture when it gets destroyed. https://youtu.be/eOwG3XEVVAk
Is it hard? Iβm going to work on mine once I get off work lol
no, seems like its the boundingbox that deletes the stuff when the building goes down, so if you setup that correctly it should work fine
Chat is it a warcrime if the apartment building looked at me weird
How do you like the idea of houses not completely collapsing, but partially in life?
It will be possible to fight in such houses.
i dunno the mechanics, but im assuming it would be harder to implement until vanilla buildings get that treatment. arma 3 buildings had partial destruction so hopefully we dont have to wait long for that to be a thing in reforger
I'm afraid this won't happen in AR(
wow that is extremely not good
Bohemia promised to make only basic destructibility
I hope they will do it. But something tells me that this is not the case.
That's why I suggested that the buildings not completely break down.
mmm ok well good luck to wolf if he tries to implement it
@astral parcel sorry for the ping had another question have you figured out how to add mor health to the buildings? Almost if not all building go down within 2-4 mortars lol or a 2 rockets lol
no clue yet, could be hardcoded into the Destruction componet as the values seems to do nothing about damage yet.
Yea I max it out and still goes down fast lol
They already got basic destruction in experimental
This would be possible if wolf knows how to custom model
how do you think i made the apartment models ?
u obviously got chatgpt to make them /s
You have Contact with Aliens and they made them for you using some alien tech.
I was gonna say the same thing haha
Is there a chance to get the brick wall without the razorwire ?
Love that model/texture but it wouldnt fit the civilian area π
Could some buildings fall backward or forwards by chance?
Buildings will fall as the BI versions Does, i can add a brick wall with the razorwire but it won't come until the 1.3 Update due to me starting the intergration of destruction.
Oh I thought they were ai generated?
Nah we beefing now we gotta 1v1 on Hoi4
Ai generated 3d models literally look like child's play-doe when you examine the mesh...
Itβs a joke lmfao
It could be done by splitting up a single building entity vertically into sections, technically making it multiple buildings.
i kinda got it to work but its more like phases so even if you hit a wall the next one in the order will break instead of the one your shooting
I canβt wait until ai can do all the hard 3d modeling for me
neither can I π€£
Happy New Year Wolf!
Do you know in which version the vertical offset of the dams got changed or by what value it got changed? They are all up in the air now π
0.1.40
I'm not sure if this it intentional but I believe the scaling for this tunnel is off. I have to scale it to 1.2 in order for the roads to match up. Only problem is the probe breaks when that is done.
intentional didnt want too use too much space, you could just change the road size outside the to match it up or change the road texture in the tunnel to the one without the dashline
hello if u remake the arma 3 barracks, u shud make one of the rooms a bathroom/shower room, for realisms sake
Sorry for the noob question β this is more general regardless.
How do I know which prefabs are placeable in gamemaster?
non are placeable in gamemaster,
Not even the hescos? Thanks @astral parcel. Wondering if you know any packs with hescos placeable in GM? (or just general good building packs and assets that can be used quickly in GM). Thanks wolf
Almost none exist for that, almost all building packs are for building maps
Again noob question / i'm sure I can find the answer -- what do I used to build maps?
If you have the name / link handy -- that would save me some time looking
Enfusion Engine, you get it with your game purchase
Thanks @orchid gale π
Why are you advertising in somebody elses mod page?
Templar, I can't private message him. How else can I get him help
And alright I removed the message
no need to remove it, i don't care about that sort of stuff,
Appreciate it π
Wondering if there's a known issue with this mod? Tried to change my server map and the error log tells me this dependency can't be loaded.
and did you load all the dependency for this mod too ?
When it didn't work I loaded each dependency separately and it continued to give me this issue, we ended up using a different map. "Failed to load addon" for both this mod and the railway generator dependency. If no one else has this issue I'll assume it was a conflicting mod.
how up to date is the building pack on the exp workshop? 
it is extremly out of date i don't think i can upload a test version either as when i try it tells me that some dependencies are not on the workshop most likely due to the railwaygenerator
Ah yeah I didnβt think about railway generator damn
If it's important I can put the RWG on the Exp WS, but otherwise I won't
goal is to test wolfs custom building destruction in a live mp environment before it goes to stable, a lot of servers and maps use that mod, if possible at all would be a big help
recent testing with workbench has revealed that the live environment in version 1.3 is not accurately mirroring the dedicated server plugin tool, requiring us to retest a significant number of stuff, better to find issues now before stable update drops
it's on the workshop now
π
Updated The EXP Building with the current Test build I got,
Alot of stuff has changed Performance fixes and such, its going to have alot of Material errors due to changes made form BI in Portals. but that will be fixed for the 1.3 release day " hopefully"
Current Size is 650 MB
Updated The building pack for EXP 1.3
Fixed some Errors added LOD to dst appartment buildings and workers barrack, added more buildings that can be destroyed.
Updated for 1.3,
Alot of the new stuff is added bug fixes and other changes, too many to remember at this point.
Yay!
Thanks a lot, comrade, we owe you on Zimnitrita side β€οΈ
Should we expect correct doorway dimensions in the future?
https://community.bistudio.com/wiki/Arma_Reforger:Environment_Metrics
nop, seeing as the buildings in its dimensions i don't have alot of room to work with.
That's really sad. DayZ had major scaling issues but it seems acceptable because the whole world is like that.
Reforger doesn't have the actual scale for doors and windows too, but high deviations from vanilla standards are very noticeable to the eye:(
yeah i agree, that house with the tiny doors and massive windows and high ceiling makes me feel like im in a giant doll house lol
btw i believe the house models are from arma 2 rather than dayz, and almost every single arma 2 house was not enterable
You know what would be cool? To have the mid sized appartements from ooeration flashpoint and a2.
feedback: for this house i think the room that leads into the kitchen should be a dining room rather than study, because where are people gonna eat yknow
there's a dining table in the kitchen itself, also that's how it is in dayz. gotta be faithful to the source material even if the source material is a nightmare eastern european fever dream
nightmare? that house seems lovely, but then again i live alone so anything bigger then a one room appartment looks nice to me π
your rendition of it is certainly nice, in dayz? nightmare.
speaking of which, i never would have considered that this is glass. i had to load up dayz after looking at yours but it really is glass when you shoot it
can see in between textures here at 2 storey brick house and building's ruins is offset too much
Optimazing patch up
- more destructible buildings,
All Castle Wall objects are turned into 1 Material with 1 mask and one VFX mask map.
-Added Two new buildings Guardhouse 01 and Garage Office Building
-fixed health on windows. so they no longer can take 5 rounds before being Destroyed.
Hey wolf, i see many error on different prefab :
- Bridge Hidden :
ENTITY : Create entity @"ENTITY:68914" ('SCR_DestructibleBuildingEntity') at <11714.975586 51.014481 9633.952148> RESOURCES : GetResourceObject @"{0202C1ED8A22DED5}Assets/Infrastructure/Bridges/Bridge Concrete/Bridge Hidden.xob" MATERIAL : Material load @"{CA656F96552708BB}Assets/Infrastructure/Bridges/Bridge Concrete/Data/Terrain_Mat.emat" MATERIAL : Material load @"{CA656F96552708BB}Assets/Infrastructure/Bridges/Bridge Concrete/Data/Terrain_Mat.emat" MATERIAL (E): Unknown keyword/data 'EnableClutter' at offset 59(0x3b)
I think that in the emat properties, you must have set the percentage too high for clutter. - **Barrack L **:
ENTITY : Create entity @"ENTITY:1931967" ('SCR_DestructibleEntity') at <8795.370117 66.531754 13298.476562> ENTITY (E): Destructible SCR_DestructibleEntityClass doesn't have a initial and final phase!
It's a problem with the bench props - school :
ENTITY : Create entity @"ENTITY:221506" ('GenericEntity','Assets/Props/Civilian/NoticeBoardCork_01/NoticeBoard_Motor_Pool.xob') at <12457.910156 54.393501 9723.087891> @"{83E6FF1C73E92AA3}Prefabs/Props/Civilian/NoticeBoardCork_01_posters.et" RESOURCES (E): Trying to create RigidBodyComponent on model @"Assets/Props/Civilian/NoticeBoardCork_01/NoticeBoard_Motor_Pool.xob" without geometry
It's a problem with the poster, I think.
if you are talking about this Barrack L don't use it, I forgot to remove it and will be doing it soon, its an extremly outdated model that dosn't work as intended anymore.
School I aint getting any erros with it, as their aint any Posters on the noticeboards anymore, see example, Bridge hidden i forgot to resave the file only / BI doing something funky with their materials when they updated it.
Okay i use Barrak_l_v2 now and for the school, it's bug no prob
yep use v2, try to replace the school that might work.
school one is a vanilla issue with that model
dont need to worry about it, the rigidbody has modelgeo turned on but the model itself doesnt have colliders
what the frick (in chernarus)
Testing out the Floor textures for the hospital floors,
Hi, some general thoughts and after I looked on some reference pics:
- this hospital is not the wealthy and may a little bit older because it is situated in chernarus I would go more in the direction of an older russian style hospital. So I would go with a more traditional color scheme in more neutral colors like blue, green/turquoise or grey/white.
- in the corridors they use in older hospitals also some kind of ceramic tiling (robust, easy clean) for the bottom part of the walls. This gives the model also a more older look and adds to the "cold" ambient of a hospital.
Can be done also in some different color paint to tell the story of a partially renewing of the most used part for the wall.
https://hospitaldosuburbio.com.br/internacao-2/ - tiling in the material would be used in "real" materials like stone tiles. If they use PVC, they would avoid tiling because cleaning is easier in not tiled materials (and then add fake tiling to it to give it more structured look).
For this model in the floors I would go more in this direction:
https://www.google.com/imgres?imgurl=https%3A%2F%2Ffiles.lafm.com.co%2Fassets%2Fpublic%2Fstyles%2F1x1%2Fpublic%2F2022-05%2Fhospital.jpg%3FVersionId%3Djq8pA_TgPk.ORqCIb5QU_laxORKDoow4%26itok%3DhByKFgM2&tbnid=9IVHFMq-rPzU0M&vet=12ahUKEwicm-Cf2tuMAxU_k_0HHV1_JdgQxiAoBXoECAAQNw..i&imgrefurl=https%3A%2F%2Fwww.lafm.com.co%2Fsalud%2Fel-top-de-los-mejores-hospitales-que-tratan-enfermedades-de-alto-costo-en-el-pais&docid=8n3sTN4pXVmcQM&w=1280&h=1280&itg=1&q=hospital&ved=2ahUKEwicm-Cf2tuMAxU_k_0HHV1_JdgQxiAoBXoECAAQNw - They use often a sweeping bar (easy cleaning)
Enfermarias (Unidades de InternaΓ§Γ£o Abertas) O HS conta com enfermarias para pacientes adultos e pediΓ‘tricos. As enfermarias destinadas aos pacientes
www.google.com
Found on Google from lafm.com.co
i think u should get ur references from eastern european stuff
out of curiousity, which order are you making these buildings? do you have a list of which ones you wanna make after the other?
no order just doing the buildings i feel like doing.
You are doing an amazing job bro. Thank you for adding all the buildings this game desperately needs. The Arma2 / classic Eastern European type of Buildings.
when can i espect this to be done im gonna use it for a map
when its finished...
Itβs banned
Yeah was just about to ask abt that
I thought that he made all his assets himself.
That a huge shot for Chernarus and Zimnitrita
Oh yes..
don't mind me just sharpening my pitchfork
Please wolf tell us that it's a joke or just a trouble with one asset
how can we help ?
those guy know how to shoot in own foot
Has Chenarus been banned as well? If not this might just be a error, If it is banned I would not know what the issue is
hoping itβs an error i know this happened with a few bigger mods a while ago
@astral parcel ignore this ping
Doesn't look like Chenarus is down yet nor railway gen, only this, what I dont get is they contain the same custom assets, might be an error, might be real, we dont know yet dont speculate further and wait for statement from Wolf or BI
of course
aren't the assets in chernarus referenced from WolfsBuildingPack?
every direct and transitive dependency of WBP has been effectively broken by the ban
chernarus contains those assets and does not use wolfsbuildingpack as a dependency
ah, didn't realise they were baked in
One n the same, this pack is just the Chenarus buildings without having to download Chenarus
I noticed that the taliban mod has also been banned, which contains arma 2 takistan assets. perhaps BIS are coming down on mods that re-export IP from previous arma titles?
Arma 2 is ok to use assets from, BI officially gave them out to be used
the taliban mod was banned due to the real life affiliation
ah I see, should've renamed it "Miscellaneous non-affiliated middle eastern guerilla forces"
yeah lol hence why βinsurgentβ based groups in mods are allowed
makes sense
Bogemia ban another mod again? Absolute cinemaπ€‘
most of the mod bans iβve seen are justified, but there are also errors so we wait and see
hopefully BIS will allow just a rename of the mod and allow the mod id to remain the same so dependencies don't need to be rebuilt in order to work again
tsss
wolf commented in the chernarus thread #1081693797504782406 message
Thank you that Reforger won't turn into an βadultβ roblox because all the assets will be killed for little to no reason, huh

Its back apparently
yeah #Wolf is back
Not rip ππ
So the WolfsBuildingPack mod is active again?
Seems Like itv
Because I still canβt find it.
now for the why according to BI, at least for the reason why they banned it but why they unbanned i have no reason why for
that picture/email is all information i got on why it was banned. nothing more not a single msg hey you are in violation this and that becuse of this building and so on.
This is the same email i got 8 times in a matter of 11 mins. seems to be automated msg they send out. during this entire 3 hours i have been in a meeting at my job, so havent sent a msg to Mario or even an email.
Hm Crazy π€£
I bet they rewrite the Eula pertaining to A2 and A3 assets because of the whirlwind that ensued
We effectively bruted a Eula change if they allow it lol
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lol BI is totally losing their mind, not even allowing to recreate stuff from their own game..
doesn't allow much anymore, to be honest... X)
lot of my friends of Star Wars community stay in Arma 3 and Blacklist Reforger & Arma 4 because impossible to create Star Wars stuff... I don't understand, it's allowed to create a mod who steal intellectual property from weapons, vehicles, and equipment... Who steal licenses like Warhammer, Halo, or even the Contact DLC... BUT we can't write the word Taliban, we can't say Arma 2 or 3 in the mod description, and we definitely, definitely can't make Star Wars... on the other hand, making the Ukrainian Conflict doesn't bother us...
The logic behind it is completely broken.
but good, lot of maps are broken now π and Game mode too and lot of scenario too...
might aswell just bann mods in generall just kill the modding community and be happy i guess
I don't know how they'll manage to create CDLCs on Reforger or Arma 4 if they continue at this rate π
we sit here spending 100s of h to create a decent game addon just for them to come in and bash us against the wall and destroy all the effort we put in in our freetime besides jobs and families
yeah iv been for abt a year active in the modding scene for arma reforger and havent seen a worse state of ArmA ever in the modding side of the game.. Its getting worse and worse over time..
lot of my friends of Star Wars community stay in Arma 3 and Blacklist Reforger & Arma 4 because impossible to create Star Wars stuff
We have a 0 tolerance policy on Star Wars since it blatantly violates their copyrights.
your friends are breaking copyright law and complaining they aren't allowed to in reforger/a4...
I'm sure a lot of it also has to do with console licensing, imo they are doing a good job of walking a fine line
Lets all hop on Everon and an shoot with out cutesy little aks without scopes and them cute little nightvisio.... oh no wait ....
we can't say Arma 2 or 3 in the mod description
most Arma 2 assets are available in licensed data packs to be used in other arma games, Arma 3 on the other hand does not have such data packs yet so yes using Arma 3 stuff in your mod will get you banned, as you are ripping our assets against the license terms
and i have no arma 3 building in my pack ..
I was just replying to the other guy, I'm not sure where the A3 in the email comes from since I don't work on the team sending those out/handling those and I haven't looked at your mod myself
My friends are just players, not admin, not dev... They just click on download in the workshop of steam and join servers π
And i'm not dev too, i don't create mods because of its ambiguities which change like cutlery at a banquet
Seriously your mods have been on the workshop for as long as I can remember and all of a sudden they have a problem, BI sometimes really know how to suck all the fun out of this game
They need to change their rules or something, this is just BS. A3 is looking better with every mod that's banned on Reforger. I'm not even a modder but to come months or even couple years later is an outrage that is fully deserved
So it got added back without you changing anything? So there was nothing wrong after all?
seems like a lot of people jumping to conclusions -- the mod is restored~~ and~~ we don't know if the original take down was made in error or what
Yep, people immediately jumped to "HE STOLE ASSETS!!" lol
They are investigating what happened. So calm down and play some reforger.
I just got on and seen WOLFS buildings has been banned, so it's good now or not?
You can download it again, yes

"takedown made in error"
Ye see sir, i packed a gun, drove 60 miles, found that particular individual, followed them into a dark alley and shot in th back of their head 78 times. Accidentally"
It was down for a grand total of what, 2 1/2 hours? I imagine there's an explanation out there, but taking jabs at either BI or the author doesn't seem productive at all
People want to know reason.
To add antoher one into bullshit list.
THere are some positions already filled, like "you were updating your mod to ofrequently, thus impacting stability of workshop", etc
Is that just hearsay or do you have proof?
Nah bro thats a joke and not true so dont spread stupid stuff like that. There is no limits set to updates of mods
Doesn't appear to be showing up in the browser version of the workshop but people are saying it can be downloaded ingame
cant find it there
Get it by joining a server
I need it as a dependency
22 jan 2025. people do remember.
Yeah, I just double checked in game and you can download it whilst joining a server, but it still appears as banned in the workshop. Seems like it's in a weird limbo state
then those servers haven't restarted
Cache
I would've thought that you wouldn't be able to download it regardless of restart? That has been the case with previous map bans, Road to Bakhmut comes to memory
it works in multiplayer but not singleplayer gm
BACKEND (E): Addon 5D84C738432BFE6A (WolfsBuildingPack) - Addon is blocked.
Then I'll stand corrected
#other_ip_topics message
Might also want to include some more context, we reserve the right to block abuse of our workshop. this addon had no information, a name that had both nothing to do with the mod and suggested something EULA violating. ontop of that it was being updated every few minutes spamming our servers with what looked like useless data
there is literally 0 argument for updating a public mod every few minutes.
This Bohemia is really a joker, they just say out of nowhere "Hmm, why not screw over 80% of the most played mod maps in the community?, what could go wrong with that, right?", They're bothering us with assets from games from 10 years ago and from games that are more than 14 years old, Bohemia is turning into someone who wants to copy Nintendo
No more to say
total diffrent story, not even the same realm,
Guess this is the type of BS we receive for having an in game workshop
euh wait what ? so me updating my mod 5 or 6 times in a row to fix mistakes or fix stuff after testing it on a server would be to much ?
look at the context i provided, there was 10 pages (30 each) of published mod updates basically every few minutes
ah okey yea thats understandable but no one could even update that fast tho fr , but thats why its already unbannend so we good
no its not lol
he was talking about the other mod/situation that got brought up
ok so simple question pls is wolfs building banned so i can rework my maps or is it comign back lol
no idea, I dont work on reforger/workshop
.......π
So we just lost this mod?
Whyβd it get banned is what I wanna know
Replication testing
Those who do not have peer too or dedicated server set up refer to that. Peer tools been iffy lately but even peer doesnβt replicate well
even then 200+ mod updates for testing is pretty insane
but again it wasn't just that it was a combination of factors. If you have a mod that has a proper name/description etc and you update it 100x In a day I doubt they would take action
This game is falling apart for me and it's typically sad
Wolf do you a plan or info about the next step for your mod i assume you dont get the detail about wich asset is taget by the mail ?
will you reupalod a version ?
i will follow what ever BI tells me, as i of this Moment I haven't received a respons from Email or Mario.
i can topen my map mod now since this was a dependancy, how do i fix it?
Okay hope fully everything come back to normal the amount of hour putting in all the map using this is colossal,
Chernarus, Zimnitrita are like more than 2 year of dev ....
3 years Ben ....
ingame workshop you can resubcribe to it again
Wolf, was it added back after changes or is it currently still unknown what caused it?
i have not changed anything i am just been here enjoying the sun and a free monday
Good, let's hope it's just a misunderstanding and if it is that you at least get conformation and an apology lol
@lol.abz
Now that's doing it the right way, enjoy your Monday brotha
Hey lets ban the mod before we even check it out if it violates licensing.. CLassic BI
Ok yes that being the threshold is insane
Very illogical to do 200
Also I wonβt say anything but we both know what harm that can do. So I donβt blame actions towards that
Nice to hear. But can give you some info about the last update? There was no change note available.
just a general bug fixing with the Dst appartment building to save on memory
Super happy to see this back Wolf. Was really worrying what Iβd do to my map if this stayed. Keep up the great work, happy to hear this seems to of resolved its self. Enjoy your free time mate!
While BI definitely demonstrated action before thought, at least they reversed the decision. I'm happy a dev company is even willing to do that. Good to see your amazing mod back Wolf
@astral parcel Just so you are aware, several of your assets are lower in the ground after it was readded. Like on Fallujah. I would assume it is a map creator issue, however I don't know if the origins of several or all of your prefabs were lowered significantly.
Not a Wolf issue, that is as you said a: Creator of the Map issue. Report it to them. :)
(but they are probably more than aware, and if you want it to function as intended; you can push the versioning back)
It could be, I just found it a little odd that as soon as Wolf's mod was added back and the mod then worked again, that the assets all went underground. If the assets remained the same, why would it clip several feet under the terrain if it wasn't like that before the mod got banned? Unless the map creator (Heine) adjusted the prefabs in the 10 minutes before we pushed our server live again (he didn't)
I was just making him aware in the off chance it was an prefab origin issue
It's an issue with maps that haven't adjusted for the arma terrain core mod as far as I can tell
^
ahhh so Wolf's mod has adjusted to the new terrain core updates. I do not believe Heine's has yet
as stated above; you can push the versioning back 1x to the old version to avoid this issue in the meantime while it is addressed by the map creators. :)
GOAT, we are rolling back to 1.1.0 waiting on updates, thanks!
Thank god
Rip the Best mod
Yes, thank you
Is the lightning flat because of your settings or because itβs in the toolkit?
I edit in a similar lighting condition
Arkensor says he has talked to you now, if you want to divulge any details I'm curious what was said
Hey Wolf, what happened to the mod in the end? Did BI unban it?
Stop pushing at him for information
He asked once. Chill out.
Iβm talking about everyone
any idea on how to fix this? Using the tunnel provided in the pack. I know painting terrain on this type of item with a terrain painting on it can be little "glitchy?", but this is crazy. its painting the opposide texture. In the other grid next ot it, it paints a different texture.
I had that same exact issue
every overlapping terrain texture tile on the dynamic texture object must have the same texture ID sets as seen in the top left
Has ChernarusReforged been deleted? π₯Ί
it might be set to hidden as its still a dep to some mods and that still shows it
unless it recent deleted and it hasnt update the website yet then it would be a sad day
You can't download it now, even if it's on the servers.
i gues it has to do with the statement mario just posted
