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Axton

Developer
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    93
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About Axton

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    Fireteam Leader
  1. [WIP] Yamalo [Vanilla]

    Flashlights are pretty easy to add actually, not bad at all
  2. [WIP] Yamalo [Vanilla]

    Personally I'm excited to play around with distance fields again, as they got a solid performance boost from the update. As well as the volumetric fog, which was the most visible change I think (though yamalo won't be using it, it's just not noticable) They also made the merge actor tool much nicer, which will help a lot with some of my projects. Besides that, there were some features that were already there but got prettied up and made more usable thanks to bugfixes, which I'd like to poke around with. And there were also a lot of general bugfixes which should hopefully make some of my old projects more feasible.
  3. [WIP] Yamalo [Vanilla]

    I turned AO down a bit as it tends to overdarken corners when used with GI, however it seems to work just fine. Haven't been able to do thorough performance testing yet, but I noticed no drop when enabling GI and it doesn't seem to take up much GPU time at all
  4. [WIP] Yamalo [Vanilla]

    I've definitely considered it, but because of how stretched out the locations on the map are it would be a bit difficult to accomplish. We'll see
  5. [WIP] Yamalo [Vanilla]

    Yeah it works just fine. I have it turned down a bit on yamalo though
  6. [WIP] Yamalo [Vanilla]

    It's a mix of both actually I'm still on the fence as to whether to release it right when the workshop drops or if I should wait till tanks (at the very least) are in. In other news, the 4.16 SDK is here! And it comes with improvements to yamalo! There's actually a lot of stuff I'll be adding from 4.16 but this is just the initial stuff. Most of the changes are pretty small, like the new tonemapper and some nice post process settings. But one of the bigger additions is global illumination by way of light propagation volumes! These were actually already in the old SDK, but a few issues prevented me from using them effectively until now. Basically, what GI does, is bounce light off of surfaces just like it would do in real life. Which means that colored objects reflect colored light, and that light will filter down into tunnels and such, and will light up houses with open windows, but if you're in a closed off cavern or something, it will be dark as all hell just like IRL. To sum it up, this lets me have nice, brightly lit surface buildings and interiors, which realistically dark tunnels and basements. Here's a demonstration: With the traditional skylight, both the basement and the inside of the house would be at the same brightness. This works fantastically in the tunnels as well (Bonus points if you can spot the russian)
  7. [WIP] Yamalo [Vanilla]

    Haha, I've been working for OWI for a while actually, I'm just not on the squad team. (yet ) They hired me on to work on a proof of concept for the modding system called squadron which you'll all be seeing soon. (and you may have seen already if you lurk around the modding discord) As for the grass, some devs have asked about it and I did tell them how I did it, and I believe they said they were going to use some bits of it (or that they were already planning on doing something similar). I'm not entirely sure they'll be using the super far draw distance (it has a few limitations, such as not working very well on maps that aren't flat) but I do think you'll all see some performance improvements from foliage sometime in the future.
  8. [WIP] Yamalo [Vanilla]

    I'm not gonna claim that my grass is perfect, as I've only been able to test on 2 PCs so it could go any which way if actually implemented. However, on the two PCs I've tested on, it adds an extra +5 frames when drawing to 1km (Compared to normal grass rendering to 50m) and it has no quantifiable drop when rendering to 3km. I've currently got it capped at 1km though because the performance gain is nice and the fog obscures anything further than that.
  9. This video shows you how to generate very realistic splatmaps from a satellite image. This technique ends up looking similar to a colormap but without the drawbacks. An addendum to this video is found here:
  10. Here you can find my series of tutorials on creating a map for Squad. The series already covers most of the basics for creating a map from scratch, and will be expanded to include any aspects necessary for creating a map. A link to the entire playlist is here: The current list of planned episodes is here: Gamemodes/layers Lighting/Postprocessing Foliage tool Vertex Painting If you have any suggestions for future episodes please post them in this thread.
  11. Puddle Material by Axton This is a puddle decal material, which allows one to place puddles down dynamically wherever they like. It will look mostly correct no matter where it's placed. I've included a few premade masks for it, but you can also make your own by following this handy video I created for it: How to install: Just unzip to your content folder. Make sure the folder path looks like this: Content\Puddles\Masks Once you've done that you should be able to move it wherever you want in ue4! Download: http://www.mediafire.com/file/agl5zvxzt6vpm1c/Puddles.rar
  12. [WIP] Yamalo [Vanilla]

    Name Yamalo Location Yamalo Nenets okrug, Russian Federation Size 8km Teams US Army vs Russia (Possible RUSvCAN or RUSvMIL) Gameplay Long Range Vehicle Engagements, Close Quarters INF Trench Fighting Download Link [Unreleased] Description Yamalo is a map made for vehicular warfare and superfobs. With expansive plains hundreds of meters wide and large 'Islands' of dense tundra forest all in an 8KM playable area, it will be both a dream and a nightmare. Yamalo is quite obviously inspired by the Project Reality map "Yamalia" and while it's layout is completely separate and made entirely from scratch, I hope you'll have the same feeling plowing your way through the swamps in an APC as you did on the old Yamalia. I've done everything I can to preserve the old feel of Yamalia while simultaneously bringing every part of it up to date, as well as adding some new touches of my own The map features many trench systems, dug in fortifications, and tunnels. I've tried to make sure that each cap point has it's own interest and unique features, and all but a few points in the final version will have some type of interest to them. I have, however, left plenty of room on each point for teams to dig in a build expansive superFOBs, something that I really hope is taken advantage of in gameplay. Screenshots/Media:
  13. Terrain Party

    This is because you need to run it through world machine or a similar program to get a good file out of it, which is true for most any heightmap downloader. The scale is fine, but it only exports at a 1k resolution, which means that to get something playable you need to take it into world machine, scale it up to the right resolution, then add some noise and erosion to get back some of the detail that isn't there. Real world heightmaps are great for getting the overall shape of the terrain to match IRL. Unless you're sampling from Scandinavia or some parts of the US, they won't be high enough resolution to get you perfect terrain.
  14. Squad Mod France: OPEX SERVAL

    The devs have repeatedly said that the workshop will release the end of september. Dunno where that dude got the first from, but they seem pretty certain that end of september is where it's at.
  15. Modding Helpdesk

    ^ For the static lighting, there's a few checkboxes under 'rendering' in project settings that you'll need to check. Just gonna say though, it's not a very good solution for a game like squad.
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