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About FishMan

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  1. Hi. As you might know separate translucency doesn't blend with fog and other transparent effects. That's why you can easily spot vehicles at the distance, because of transparent parts like glass or dust effect. It looks like dark pixels. Here some screenshots. This is actually an exploit. So I suggest you: 1) Remove any transparent materials or replace them with an opaque (Unreal can do that) on LODs; 2) Disable VFX at the distance or disable separate translucency for them. Removing translucent materials is also better for perfomance. I'll really hope you will read this and make right conclusions. Also if you want I can show you a shader which can calculate a size of an object compared to a screen size which can be used to blend transparent materials with an opaque. I mean synchronized with LODs. If you interested. Thanks.
  2. [3D/2D] Setting up your Texel Density

    Hi. Just wanted to say that I've updated my Texel Density Tool and uploaded it to Script Spot. Have a pleasure using it. Thanks. http://www.scriptspot.com/3ds-max/scripts/texel-density-tool
  3. [3D/2D] Setting up your Texel Density

  4. 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.
  5. 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.
  6. [Mapping] Lighting Your Map

  7. SDK: updates and issues

    Here is the link to wiki page in case someone is looking... https://squad.gamepedia.com/Category:Modding
  8. 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...
  9. 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.
  10. [Mapping] Lighting Your Map

    Haven't watched it yet, but it seems usefull....
  11. Tell me. Can you see the azimut at the bottom? (Al Basrah)
  12. [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...
  13. 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:
  14. 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.
  15. 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...