Jump to content


  • Content count

  • Joined

  • Last visited

1 Follower

About FishMan

  • Rank
    Company XO

Recent Profile Visitors

1,497 profile views
  1. Unfortunately this bug seems like random, it really hard to reproduce... But my point is that heart beating sound causes very unpleasant feeling... Even if you'll fix the bug this sound will still remain... So please could you change it to some different sound. Personally I think hard breathing sound will be enough, so heart beating can be removed at all.
  2. Guys could you please remove (or change) this "heart beating" sound when you dead? Its so unpleasant, especially when it become bugged some times and you allways hear it even after you gave up.
  3. [Mapping] Lighting Your Map

  4. SDK: updates and issues

    Here is the link to wiki page in case someone is looking... https://squad.gamepedia.com/Category:Modding
  5. Mobile Mechanic HEMTT

    Hmmm... It might work... Like you're creating a tank squad and have a soldier who is driving this vehicle behind in case tanks will need a field repair. But! life of this soldier will be really boring... Hard to imagine a person who will come at home after work and spend his evening driving this vehicle... Although on the other hand if the repair will be passive, then he will be able to do something else I mean hide this vehicle somewhere etc...
  6. null_value

    I bielive it's in BP_Soldier. I think I came across some functions inside, that raycasting the ground and returning its properties... Let me start my SDK to double check... Yep there is a "play footstep" function that do all the necessary logic... If you want to add new material to existing library you don't have to change anything in blueprints. No one doing games like this. Everything should be modular, so no one ever sets anything hard in the code. Well at least while there is a way to do it. Look on physmats like a collection of different properties. Functionally they do not do anything, it's just a list. Around which you can build game logic depending on the functionality and game mechanics you're implement. You can find them over there: And here is a guide for you on how to create and edit them. Basically you can just duplicate an existing one and change it on your taste and then plug it in phys mat slot in your material. Easy as that.
  7. [Mapping] Lighting Your Map

    Haven't watched it yet, but it seems usefull....
  8. Tell me. Can you see the azimut at the bottom? (Al Basrah)
  9. [Mapping] Lighting Your Map

    Crossposting from Discord... Well this idea came to me rather long ago... But ... you know I'm lazy, I've said this a hundred times ... so I decided to do this thing just now. So here is small trick to improve your lighting and add some nice gamplay mechanic with just very simple shader. Surely everyone knows that the inner part of the building (or a cave) outside looks much darker from afar than near. So how to simulate that if we only have cascaded shadows and constant value for all dark areas? Well there is a solution: if we add some sort of the plane with depth fade shader in the portal area (door, window, cave entrance) we will be able to simulate this effect. And that is important - it's not going to disappear at the distance like shadow maps, so basically is what we get is another layer of depth in our lighting and a good gameplay mechanics (it will be harder to see someone inside the building outside from the distance like in real life. So people inside building will have an advantage like it supposed to). Here a screenshot to better representation: And if we talk about gameplay experience, here how your enemy is going to look like at the distance (So this way shooting from the middle of the room will be tactically correct): And here is how shader is look like ("Far Away fix" is needed for sitiuations when you have a window on the back of the room. Basically its purpose to prevent enything at far distance become dark (sky for example). Pay attention that there are no smooth falloff, so your RoomScale parameter should be big enough): For things like caves you can also add some post-process volume and play with exposure to make the insides dark when you enter it... But ofcource you need to adjust the shader a little bit in this case so that the effect smoothly flowed into the exposure settings, well something like that)) And yes. If you see something like this, its mean that your RoomScale parameter is too small...
  10. Some fun with acog scope.

    Thanks! ) And another portion of fun... It's hard to see chromatic aberration and distortion effects on the video, but its there. And a screenshot:
  11. SDK: updates and issues

    Could you show a screenshot? Sometimes I got some bluriness bug as well. But it seems it related to motion blur, so if you disable it, everything should become fine.
  12. What are you working on?

    Crossposting from discord. Having fun with reflections... The general idea bihind it is to use procedurally generated normal maps... Here a small piece of shader that will allow you to generate sphere-shaped normals with ability to control the curvature. Pay attention that if you have a circular shape with a propper UV's then you can get rid from "remove unwanted" section and save some instructions. Also linear radial gradient calculated using distance node can be used instead, but personally I like it more without the sqrt (Commented as Radial Gradient Mask). Ofcource what you can see at the video is a little bit more comlex than this, but the general idea is the same. I will release it later, when I finish it (if I finish it), as usual...
  13. SDK: updates and issues

    UPD: I might found the solution for my lighting issues... It seems that eye adaptation was disabled... And I was able to turn it on in game settings (when you press shift+esc in PIE you get a main menu open, and you can change all the settings the same way you did in the game. I also got a russian language there, lol, I have no idea why )
  14. SDK: updates and issues

    Yep. Its because "Ushy" (U pronounce like "oo")" is a russian term for "ears", so ushanka means hat with ears or ears-hat it's hard to translate right Also you should know that from... I dunno may be 1990-2000's when Soviet Union was fall... this hat become pretty rare in Russia ))) Nowadays for the most part only military and police wearing it, because they have such a uniform and I think it becase it's cheap. Usual people prefer something more practical and eye pleasant, knitted hat for example. Especially if you a child. If you wear ushanka this can cause other children to tease you. So you can say in Russia it is not in vogue. Hmm... Also some kind of ushankas (arctic fox hat) wearing people who live in Yakutia. Most ot the western people think that it's cold in Syberia (central part of the Russia), but its not true, for real the most coldest is Yakutia which is on the east, I've borned there in small town called Nerungry Sometimes themperature there can reach -45..-50 but it's pretty rare. Average it's somewhere around -25...-30. In western cinema almost every russian wear ushanka and snow everywhere and there are no summer at all. Lol, as if we live at the North Pole )) Yes, the winters are cold here sometimes, but the summer usually is quite hot Yes indeed... It stange cause at the first glance there is nothing wrong if you look at the lights settings... O___o I have no clue why it looks so shitty... And its only me or you have the same problems?
  15. SDK: updates and issues

    Jesus Christ your avatar looks exactly like my colleague from my previous work. He is even wearing ushanka as well The guy is hate me so much, lol. Pfft... And I have no clue why! I am the most pleasant person in the world! Anyway... Sometime ago I also had some problems with the transfer of content from a regular UE project to the Squad SDK. They seems not compatible and I have no idea why... Well CSM is the only solution... I'm pretty sure - nothing will change in this respect... The only thing that we might get is may be some real time GI based on Distance Fields, but still chanses are really low. So I would not count on this much, Epics make technology only for their needs and they are too busy making Paragon wich uses static lighting. And here is what I mean when saying that lighting is really wierd: See this weapon model? It shouldn't be so dark. It's almoust black. The environment looks wierd as well O_o