FishMan

Member
  • Content count

    478
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by FishMan

  1. Hey, stop turning my words around. I said that the mouse is uncomfortable when it is necessary to turn to a large angle, I didn't said that it is not convenient in principle. There was no mistakes there. Read: You see what you want to see. In addition, I clarified already. Now you will decide for me what I really think? Enough of demagoguery.
  2. Hi. I have not found binds for "look left" or "look right" in controls. Could you add it at least for vehicles? Cause it really hard to use mouse inside vehicles some times, especially when you need to rotate your turret for significant angle.
  3. OMG stop that! Please! Keyboard doesn't have sensitivity, that's why this idea wouldn't work! You suggesting to make controls completely uncomfortable and ugly. Its even worse! Please! If you want that ugliness in the game - go create your own thread! I am NOT agree with you, so please stop any further conversation about removing controls from mouse in my thread. I want ability to bind a key for look left or right, I don't want removing the controls from mouse. Cause I'm clearly understand that this will make vehicle controls retarded as hell. ~~~~~ And in addition to what was said before - inertia can help a little bit, but it will also add a negative side, so I personally would prefer a simple bind for look left and right, but without any "supa-dupa" decisions like removing control from mouse.
  4. I'm talking about turret rotation. Let me explain... When you need to rotate your turret for example for 180 degrees you do this: Since the rotation speed is limited, it is often necessary to rearrange the mouse - this is very inconvenient. In other games you could bind a key for horizontal rotation, but there are no such key bind in Squad. Ablity to bind a key for look left or right will be enough, just for convenience.
  5. Here is another way to do the same wind effect: This one has better depth. In previous case it looks like it shifting left and right, but in this case it moving more like towards/away, but the difference is really subtle. It adds some problems as well case if you got something else on the textures (for example another cloth variation) it can be seen on certain angles (case it's parallax after all): Also this method works better on planar surfaces without any UV stretching. All this is not a big deal if you use propper surfaces, textures and parameters. And I should say that both methods have problems when you using them on comlex parts of the objects without any proper masking. So both methods are usable. Perfomance seem like almoust the same, and if we belive shader complexity view mode it seems that a wall on the background has even more perfomance impact then this. So I guess this is a last post about this effect.
  6. I've recently played Arma 3, and have noticed new scope effect (black parallax effect on the edges when you move your camera)... So I desided to do the same effect in Squad... And this is what I've got: I don't want to dig some information about how to release this to everybody as well as I don't want to push it further, instead I'll hope that community or devs will pick it and made something descent from it. So here some instruction about how to do the same... It's pretty easy - all this took me just one evening... First of all we need to make some adjustments in the scope texture (which called acogreticletest), we need a add blured circle in it (I bet that there is a way to generate it proceduraly, but anyway in my case we are gonna use a texture) which we gonna put in the blue channel: We also don't want any tiling, we want the edges to be repeated. So we need to set up the properties correctly: To see this option you should press on the eye icon in the top-right corner and select "Show all advanced details" Next we should adjust our material: We are just add the BumpOfset node (which do a parallax effect) and some parameters to adjust shader settings. So this is pretty much everything that you need to do... The problem is that the devs are allready using different model for ADS. This model has reticle that was modeled. So you have to make some adjustmens in BP_Attachment_ACOG_v2 blueprint (u can just change the adsmesh to one that is using texture for reticle) By the way it is a good idea to use material instances to make some adjustments (for height and ratio) because it will change it on the fly. Thats all... Good luck and let me know if there will be any questions.
  7. Nothing out of this ) I'm just having fun ) If someone wants to use anything I do - he can do it absolutely free, without even informing me. If devs still aren't using this or don't write here anything Im pretty sure this mean that they are not interested
  8. Another evening spent in some fun with optics and here the results... First of all the video: And here is how devs did their collimator: As you can see they are not using any textures pretty clever actually... But if you try to use a texture you gonna end in some troubles (I will explain it below) Here is mine : As you can see there is some "Fix distance" section, Iam too lazy to explain what it do I just will you show you how it works without it: (Sorry for sound I was in mumble when I was recording this) Screenshot: I am still not happy with the visual effect of the Reticle, its fine but I want more... First of all I'm not happy with some compression artifacts, may be I'll try to use distant fields for this, I dunno, anyway it will be tomorrow... Today we've got what we got... By the way I am trying to make EOTech for squad leader kit (seems like I have to do everything by my self haha)... UPD1: I spend a whole day reworking the reticle, so now it is procedural. I am only using 1 512x512 texture for noise, because I think procedural noise will be too expensive. The sizes should be correct now as well. But I may need to enlarge the circle, because it will be not very convenient to shoot. The shader is pretty big and complex now, and it's not easy to make adjustments. But it is what it is. If someone can do better - be my guest. The result is much cleaner now, than the one where I was using textures. And I am pretty happy with it. Here some screenshots: And here the shader by it self: https://dl.dropboxusercontent.com/u/9760936/collimator/Squad.rar I guess you should extract it to your Squad SDK folder and it should work. If something is not working - please tell me... UPD2: EOTech M552 Highpoly model availible for download here. UPD3: Early tests in engine (lowpoly without normal maps and textures): UPD4: Lowpoly: Tris: 3394 Textures: 2048x2048 (AO and Normal map) Link to marmoset viewer.
  9. Yep it's minimal, almoust nothing. It adds only 12 instructions in pixel shader and one texture lookup. You can even left it on lods.. Well not a normal map, the shader is messing up with texture coordinates - shifting UVs per each pixel. Here is the code: There is a static switch, so it can be disabled in material instances. Texture is avalible here. And the result... PS I dunno why sound is lagging )
  10. Well as far as I can see from this video they using some cloth simulation, which is not the same as I showed on the video )
  11. Now that has nothing to do with the scopes, but at this time something usefull. I just took the same principle that I was using in mirage effect and put it to the cloth, here is the result: This is not my idea I just read this article and decided to implement this inside unreal. I may record a short tutorial about how to do it if you interested (are you interested?)... Cause it messing with UVs inside pixel shader it doesn't require any good tesseletaion, so it can be aplyed to any surface. For example this is how they did wind on the character cloth in Dying Light. You can do the same for example - apply it to character cloth and get a wind effect...
  12. Thanks. I'm sure there was a reason why they decided to mess up with the proportions. Well I'm not agree with that decision cause it create just more problems. But I can't just believe that they wasn't aware about picatinny rail sizes. By the way here is just the good video which I use a lot for referencing...
  13. The short answer is "никак", because 3ds max does not support physically based rendering, and Im pretty sure never will, cause it was made for a different purpose. You could use them partially, but I can't see any reason why you should do it anyway. You were doing your model for game engine right? And why do you want to add them inside 3ds max? You should just export everything into a game engine, create a material and hook up all of your textures there. Here some basic information about materials and some info about asset creation pipeline.
  14. Yep. I've also got some lod issues. They are not exporting from the engine in 4.13 (only LOD0 is exporting). I heard in 4.14 Epics has fixed it. Thanks for the info.
  15. Hi. Is anyone knows when SDK will be updated to 4.14? Do they plan this in general?
  16. And yeah by the way Russified Photoshop is a cancer. You're better use programs on its native language, you will have fewer problems in the future due to this... Its better to learn English instead of using any localization. This is just some common advice which you can get actually from anyone who is experienced in working in the industry) Cheers.
  17. Well... Not the same, but close to this, cause u're (Substance Painter I mean) using specific HDR map for lighting and reflections (this called Image Based Lighting or IBL). You definitely should read this to understand what are you doing. ) Games don't use the logic u're trying to use at least for 10 years I think. You should understand that the material is obtained from combinations of different maps (like normal, albedo, roughness, AO) and from the surrounding environment (lighting included), and not from any specific map like it was in 1995~2005. There is no diffuse texture anymore, which was like a picture of a material. Materials now are trying to mimic real world physics. For better explanation read the manual that I gave you.
  18. Um and what is wrong specificly? Seems to me it looks the same O_o Press "C" to view your basecolor in SP.
  19. Is there any estimates when SDK will be updated? I just want to poke around some features that has come with UE 4.14.
  20. Well if I understand correct they build the whole level with just clouds, so I think that there is not much left for other things. I mean if you planing to make a good level with buildings, trees, grass or whatever it will not be possible to add clouds as well, cause they are pretty prefromance heavy, cause they are transparent. And by transparent I mean alpha blended - this mean one of the most perfomance heavy materials that you can use, it even worse than alpha tested materials which allready killng perfomance really strong. So my guess is when you building a level with just clouds and all the rest that you put in there (like ground, forests and etc) is pretty simple like a background - it will work, but when everyting on the ground has the same amout of detail - I think it wouldn't work. Especially on Unreal which seems like have a pretty strong problems with transperency overdraw. And here is the good thread about this issue.
  21. Hi. Modern engines are allowing to make surfaces covered in dirt, mud, make them wet and whatever so it will be cool if there be such microrealism in squad. For example if you swam your character should become wet, if you crawled on the dirty road your clothing from the front side should become dusty, if you ran through a puddle your boots should become covered in mud. Same is for vehicles. You can use vertex colors and some masks for that... Another feature is that the vegetation around buring vehicles should burn too like it was in FarCry3 and 4 i think it will be very cool if you implement this feature. I don't know Unreal Engine very well, but i think you can use some spherical actor (entity, function or whatever it called in Unreal) for that, this actor should spawn and start slowly to expands, all materials that gets inside this sphere should transition to burned state also you can spawn a fire burning effects (with limited life time) in the random spot inside this sphere. After the burning ends all materials should stay in burned state. Well something like that... You can go crazy with that and made that skin of dead solders can become pale or do the puddles dry up when the weather changes like in the end of video bellow... The grass can disappear in the area where was an exlpodion, the leaves can fly off from a tree if an RPG hit it, and whatever...
  22. Another good example... https://www.artstation.com/artwork/6z0zW
  23. You're welcome. Here some information about cascaded shadow maps as well in case someone need some technical information. I presume it was not written for artists, but for a programmers, so it might be hard to understand in some parts. But fortunately you really don't need a deep understanding of it to use it efficiently.
  24. Oh, you mean this leaks? Well I think that you could just ignore this, cause they are really tiny. I guess it's just how cascaded shadow maps works, they are not very accurate, but still no one has come up with anything better. In my opinion it's not a big deal. But you could try messing up with mesh thickness and shadowmap settings, cause I'm pretty sure that this is because this parts are just pretty small and touching (or penetrating) the roof mesh. Also that you could try is combine this model to one, cause I've noticed that you divided it to two parts for some reason, combining them might help as well. Here some reading about the lighting issues. The part which you might be interested starting from Dynamic (Movable) Lighting, but I'm suggesting you to read the whole article, it really interesting. Yeah, you can do it here in case someone doesn't know that. Also if your mesh has thickness you can disable "two sided" as well, cause you only need them when your model has no thickess like planes for tree leafs for example, cause this make your material a little bit more expensive.