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3D Creation

A - Creating the Hierarchy

Start by creating your working hierarchy, right-click → New Collection.

image.png

What do these collections mean?

This part will mainly be done in Blender, with an import into the Reforger tool at the end.

  1. Creating the 3D model
    For building creation, there aren’t necessarily any difficulties; just remember that walls and floors are cubes with one visible face and one invisible face. This setup is essential to prevent collisions and in-game issues.

Example:
I’ve created a wall for the building’s frame by subdividing the edges of the foundation cube. As you can see, one side is split into three faces. Upon closer inspection, there are two faces overlapping inside (one visible and one invisible). THIS IS NOT GOOD.
image.png

image.png

To delete if, select the face -> suppr -> deletefe face

after, you can create interior wall

  1. Adding Materials for MultiMat
    After creating the interior walls, apply a material (an emat in Reforger), allowing up to 7 textures per material. Apply materials from the bottom up, floor by floor.
    To Create a Material: Go to Material → + → name it logically, like YOUR_OBJECT_NAME_INT_or_EXT_n.
    image.png
    To Apply a Material: Select face(s) → Material → check the desired material → Assign.
  2. Adding Door and Window Frames
    In order to create thsi you will need to get the right dimensions here the wiki from reforger:

Measurement

Small Window

Large Window

Min distance from the floor

169 cm

99 cm

Common dimensions


Height

47

72

118

142

182*

Width

70

70 × 47

70 × 72

-

70 × 142

70 × 182

90

-

90 × 72

-

90 × 142

90 × 182

110

-

-

110 × 118

110 × 142

-

130

-

130 × 72

-

130 × 142

130 × 182

170

-

170 × 72

-

170 × 142

170 × 182

195

-

195 × 72

195 × 142

195 × 182

-

Some other uncommon formats exist, such as e.g 260×230 for the air control tower.

It’s better to create cutouts for doors and windows by defining their dimensions precisely. Two techniques:

Creating the Box Volume
Select all interior building faces, duplicate them, and form a cube with visible exterior faces. Do this floor by floor before adding the roof.

image.png

Creating Sockets for Portals
In the Memory Points collection, add an empty point.
image.png


PRO TIPS:

Creating the BSP
BSPs help attenuate sound within the building. Duplicate the LOD, remove excess details, rename it BSP_n, and place it in Light Portals with dummyvolume applied.
BSP Validation: Go to Enfusion ToolMesh Topology → Check “Non-Planar Faces,” “Non-Convex Geometry,” “Non-Manifold Edges” → Create Validator (Temporary BSPs appear in Invalid_Topology).
image.png
PRO TIPS:

LOD Verification
Once all your frames, box volumes, portals, and BSP are correctly set:

Apply Weighted Normal

Arma doesn't like objects that are too sharp, so just go to your LOD --> modify --> Normals --> Weighted Normal.Then click on “keep sharp” and apply this to your LOD.Capture d'écran 2025-02-24 235449.png


Creating Multiple LODs
Use a mod for LOD separation if desired. Select LOD0LODs MakerMake Lod Object.

Creating Colliders
Duplicate your LOD0 mesh in Object Mode (Shift + D). Rename it UTM_LOD0, try to add an DECIMATE effect on it to reduce a bit some detail in order to make lighter collider (blue wrench)image.png

go to Enfusion ToolColliders Setup to set:

Creating an Occluder
Create a cube, place it against a solid wall, apply dummyvolume, and rename it OCC_n. Select Sort Object.
image.png

You will need to do this operation only on the face that are closed (non windows and door)

Export, Import, and 3D Testing

Only once all steps are completed, you can export your building: go to FileExportFBX → Check Custom Properties. Open the Enfusion tool and import it!
PRO TIPS:

Once imported, select the XOB and adjust the following properties:

PRO TIPS:




Revision #2
Created 2024-11-07 13:57:27 UTC by Benjamin
Updated 2025-02-24 22:56:02 UTC by Casseburne