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FishMan

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Everything posted by FishMan

  1. Tell me. Can you see the azimut at the bottom? (Al Basrah)
  2. [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...
  3. Some fun with acog scope.

    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.
  4. 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:
  5. 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.
  6. 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...
  7. 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 )
  8. 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?
  9. 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
  10. SDK: updates and issues

    U mean squad? Or UE? If we talk about the engine version you can watch in Help>About...
  11. SDK: updates and issues

    I can only say that I miss them on my side as well. Also there are some issues with landscape material it seems that some texture2d node has no input or some shit... And looks like there are some lighting issues on some maps or It's may be me... They removed Jankins Range. Cheesus Christ where a hell I should do all my tests now?! O___O UPD: This three nodes (well more precisely they all are an instance of one) missing a texture... O_o So after I've added textures for them and recompiled they began to work...
  12. [Mapping] Lighting Your Map

    Hmm. Not sure that he did that and for obvious reasons I will not watch whole video from start. But anyway lightmaps are static, or at least stationary, cause you're still able to use dynamic lights in conjunction with static. And some games did it even for large environments. Im not 100% sure, but I think BF2 (PR) using lightmaps as the Heroes and Generals, where static shadows are replacing with dynamic shadow maps in close range. In Squad we still have shadows at close range. But at far there are no shadows at all and thats a shame. But its more a question of engine technology, UE4 is one of the worst engines for large environments with dynamic lighting. CryEngine is better. And here you can get a clue why. But still CryEngine is a giant nightmare in question of developing your own game especially a multiplayer game, so that is an obvious reason why devs picked UE4. And yes, lightmaps have nothing to do with Squad, cause Squad uses dynamic lighting.
  13. [Mapping] Lighting Your Map

  14. What are you working on?

    Its not WIP. I just dont want to create a new thread for this. So I decided to flood here a little bit... I suddenly found out that wargaming has their own channel on sketchfab, and Im pretty sure that It can be interesting for everyone... Ofcource in the engine it looks a way better, but still Im pretty sure that some can pick up something interesting here... So here is the link: https://sketchfab.com/wargaming
  15. What are you working on?

    God I hate bridges in Heroes and Generals.
  16. Modding Software

    Since that there are no thread to post news about recent software, which can be used to create content for Squad - I am creating one. And the first one is that World Creator 2 has been released. https://80.lv/articles/world-creator-2-released/ Unfortunately It is not cheap.
  17. What are you working on?

    Do you have a free cookies? No cookies no clicks!
  18. What are you working on?

    Uh dude you are spending too much time on it. Look how pros doing it:
  19. What are you working on?

    Well I must say that extreme accuracy is not necessary for games. Acurate scans are more common for GIS than for Game Development... Visual fidelity can be a goal, but for most of the time things should look just pretty and it should be faster and cheaper than making by hands. Thats why DICE and Bioware (on their current project) for 50-75% using scanned assets, cause it faster and cheaper, also results looks very realistic.
  20. What are you working on?

    I bet he was trying to do this one
  21. What are you working on?

    Looks like concrete O_o I think you should spend more time working with refrences. By the way here is nice piece of software to organize your reference sheet. It's free. I personally using it a lot, cant imagine my life without it... )
  22. What are you working on?

    Partially. It's never will replace traditional ways of making art. And not only because many things doesn't exist in real life or does not suitable for art-direction & quality demands. Technically for example you can't do photogrammetry for metalic or glossy suraces cause they are reflective. And some additional hand work is required afterwards in any case, so it's not a panacea. And yes to make good scan of weapon you'll have at least dissasamble it first. And in my opinion the quality of the scan still will be very low for first person shooters. I still think that modeling and textruing it in a traditional way will give the best quality. Why I think it is possible? Because there is a guy, his name is Alec Moody and he is doing photogrammetry for his car and it looks very pretty. But still Iam not 100% sure that this technics can be used for a weapons. And as far as I know some parts he still doing by hand.
  23. What are you working on?

    No. He can't
  24. What are you working on?

    Have you seen this dude? ) His just amazing, I guess you could try to grab some of his ideas. https://www.artstation.com/artwork/LblRR I suggest you to work more with roughness variation.
  25. What are you working on?

    Hey. This looks pretty cool!
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