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About Drav

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    Lead 3D Artist
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  1. Ah cool man, i havent seen that, ill check it out now. We used small meshes before for the scopes, and that is actually what is ingame now. For anything with multiple zoom levels tho, you end up either having to switch meshes which is a nightmare to align and scale with a new fov, or you end up with a big bulky mesh on the second zoom level. I tried using planes and small one pixel wide textures, but it didnt work well with the post processing, and just looked a blurry mess. This is an overlay, so sort of like a ui texture, and thus not affected by post processing, so it says sharp on your screen. Atm this is a stopgap tho, as i just wanted to get the art and a simple implementation done. I think in a10 we will move this into a postprocess effect.
  2. Yep, more or less Chap, and were using 2 texture now, rather than a mesh, so its quite a bit more clear to shoot with. I still havent got the zeroing perfect yet, i need to take another pass over this at some point, but its a lot easier to see where your shots are landing now. The plan is to start using this kinda stuff on all the vehicles, just depends how much of the conversion we get through before a9. co axial pkt and vehicle weapon selection will come when the inventory system has been finished, so not alpha 9, maybe alpha 10. Its the final step we need to get most of the important functionality into vehicles, like switching ammo types, secondary weapons, smoke launchers etc
  3. Hey guys, I reworked the btr reticle, it zooms and switches reticles as per the feedback left on the exact thread posted above. Something to be happy about at least!
  4. Sup dudes, just dropping in to say, we are still working on optimising the graphics, mainly we have a few new systems we are testing that will reduce the drawcalls. We dont know for sure that it works yet, but its all part of the process to get city maps running in preperation for fallujah. For that we need a more efficient workflow, and hopefully the added bonus of that should be that the game runs a bit better. Until we then fill it up again with loads of buildings Furthermore, ue 4.15 has an improved texture streaming system, so we might find some gains there, as they are claiming it works a lot better than before. Epics features are sometimes amazing for us, sometimes not so much, but that could have decent potential.
  5. greyed out could be an idea, at least for your squad. I do agree its hard to see from the map who is alive or dead.
  6. We'd love 3d scopes, we tried them back in pre alpha, they worked, but they hit framerate super hard. As a result theyre not happening. Thats about it on this front, decision made.
  7. They will, we just need to get round to doing it Same as the logi truck actually dropping visible crates, neither are hard tasks, just everyone is pretty busy on other things atm. Interesting note, the ammo crates for Project Reality were one of my first ever models, i really want to do them again for Squad!
  8. yes. I cant say for sure how he designers will implement them on a class or kit level, but all that stuff is planned.
  9. youve come at a good time Have a read around on the a8 release threads, we just did a bunch of optimisation. Yes, as long as you have a fairly decent gfx card you should be able to get a solid 60fps, and fingers crossed over the next few months things should get even more optimised too.
  10. A8 will be out for enough time to hotfix critical stuff before the free weekend.
  11. hey dudes, am just reading through.......nice work on the bake, and iirc, dof is simply something we havent got round to yet.......the potential is there, and im sure someone will get round to switching it on at some point. Tbh there is a lot of interesting new stuff coming for weapons/handling etc, im sure you guys will read about it as soon as its ready to be shown off.
  12. No distance fields as of yet. Weve tried to get it to run twice, as the game looks a lot better with it, but we need to optimise other aspects of the game first. Hopefully it makes a reappearance down the line. One more point with dfao and shadows, is that they dont like heavily stretched or squashed meshes, but dont worry about that too much for now. The way youre doing those buildings looks fine to me, but fishman is right, seperating them out into modular parts is the way to go when you can, although you can get toooo modular as well!
  13. Not my dept, although from what ive read around, some Dshkas have different rates of fire.
  14. For sure, this kind of thing will only be for high end GFX cards, and has to be toggleable on or off. Were not even sure what is possible or not yet, just letting you guys know were looking into it
  15. Hey dudes yeah, were evaluating this right now. The best features for us i think are the terrain tiles. Ive been messing around with new terrain stuff for a while now, but whats nice about megascans is its a very rigid set of rules applied to all their terrain captures, so everything is kinda homogenous. This makes for a great testing setup. However, to get great looking terrains, we need a step up in our tech dept, which means, you guessed it, more expensive shaders! However, high end gfx cards are not really taxed by squad atm, most of their frame is spent sitting idle, so once we get the cpu usage down, we can start having nicer things like this.