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About SoLo

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  1. -[TdC]- server has squadban.tk ban list activated. Thank you for creating and letting us participate in this project.
  2. 2010-2014 Hetzner (german)(solid but expensive) 2014-2016 SoYouStart (french)( OVH infrastructure) always medium entry dedicated
  3. Hey guys, I must start this post saying that this exposed technique is just one of the multiples way you can find to get this kind of informations. And I obviously followed the way that uses the tools I know better. I tried the DEM way, but the wordwide datas are not detailed enough, only in the USA the resolution is good, I didn't try paying methods From where i got the data (SRTM Data and EU-DEM Data), 1:100.000 (or more), not really usefull for a 4km/8km area. Also, my purpose is to just manage to get rough data, in a relatively fast and accurate way, of the area i'm interessted in. This initial data will be processed in WM anyway, so it will get modified for the engine purpose. For a fast understanding of the method just look at the videos, if you want to apply it, just read everything (i tried my best to expose it clearly but i'm not good at creating tutorials) Sketchup Location Capture: 1) download and install Google SketchUp (normal version, pro is not necessary) 2) open a file, select and delete that guy, check the options and be sure to have meters scale (sketchup menu-window-model info-units) 3) with the google map tool named "add location" (google map icon), jump to your area with the top search area, adjust window dimension, adjust zoom in order to see the whole white square, grab it when satify. Repeat the procedure, tiling left, right, up, down, etc... just be sure to make them overlap, the hand cursor is a big enough reference and help with that. 4) Right click on empty space on the side of the top menu, select "google" tool bar, a new bar appear, push the "toggle terrain" button, you will now see the elevation data. Use "orbit" command (red and green arrow icon) to adjust your view. 5) (optional) you can create a 4km/8km square/cube and place it under the model, moving around with orbit you can get an idea of what your area would cover (delete it before 3ds export). 6) (optional) Capture the google snapshots for the textures, use the material menu, for each captured portions 7) save the sketchup file in 2007 format (just in case), then export the file in 3ds format. Video reference (until minute 4.52) : i tried the Blender drape tool (it isn't that great) 3D Studio Max Editing: 8) Be sure to have Max in meters unit, Customize-UnitsSetup-Metric-Meters 9) import the sketchup file in 3d studio max, maitain the file scale (do not convert units), delete the camera, save your max file. 10) (optional) We will now add the snapshot texture captured from sketchup, again, you can jump this if you are not interested in getting a future high res texture of the area (if the case jump ahead). Open the material editor (top menu, the checkmate sphere with a menu on it, almost bottom of the line) once opened, click menu "modes", select compact material editor, once compact, right click on sphere, select 5x3 samples windows. Select the first gray sphere, in the Blinn Basic Parameters, next to diffuse, click on the square, on the right, a new menu appears, select the first "bitmap", now navigate to your google earth textures save file location, and select the first. with the "assign material to the selection" (on the material editor, the third button under all the gray sphere). Repeat for all the snapshot captures. To see all the applied texture (you can now close the material edior), click realistic (top-left of a viewport), click materials, select "shaded material with maps". Your model is now sketch up low res textured. Save your progress with a renamed max file. 11) As we do not have a perfect 4km (or 8km) square area , we will now need to cut all the snapshots togheter, to do this we need first to merge all the tiles and maintaining textures, then we will intersect with a 4km solid. Go to the "create" tab menu in the top-right (the first tab), on the drop down menu "standard primitives", choose "compound objects", the third. Select one snapshot square, select "boolean" (on right menu), new menu appear, under operation sub-menu, select "union", now under subb-menu pick boolean , click "pick operand B", and select the snapshot square next to the selected one. For the material, choose the third voice, "do not change material and ID", so your previous texture won't move. Exit the modifier (clicking the selection button), repeat until you unified all the tiles. Save and rename. 12) Now the cut, we need now to create a 4km box to intersect with our area. Go to "create" tab, in the dropdown menu reselect "standard primitives", click "box", click on the viewport and drag a square, let i go, create the height, now edit the dimension, in the tab menu under parameters to 4000m all three. If you are not sure of what you have done, just select the box and use the "modify" tab to check. You will now need to move this box where you want your area, in the top linear menu there is the "select and move" command,\ the icon are 4 arrow, you can't miss it. Adjust your box, adjust it horizontally and vertically (in the front viewport or left). (optional) You can assign to the box a transparent material, got to material editor, select another gray sphere, click on standard, pick architectural, in the template choose the glass - clear, edit the transparency to 90. Apply the material to your box. Adjust your box. Save your progress with a renamed max file. 13) Let's cut this area, go to create tab, dropdown menu "compound Object", select the box, boolean button, in the operation sub-menu, it will be "intersection", click "pick operand B" click your area, exit modifier. You have know a 4km area. Save your progress with a renamed max file. 14) (optional) In case you are interested in the high res texture , it is time to create our reference texture file for the high res texture (you will need it for the area of the hd texture tiling operations). We will use the top view and render it at a high resolution, to do so, maximize your viewport, zoom the model in order to have the whole high, open the render menu, the teapot with a menu on side icon, in the top linear menu. In the output size select 20000x20000 (middle of window) (big as you will need to crop it), hit render (bottom right). Save the render with floppy disk icon top left, png format, max colors. Save your progress with a renamed max file. 15) It's time to create the height map texture. Got to the material editor, select a new gray sphere, set the self illumination to 100, click on the diffuse square, a new menu appear, select "gradient". The material menu change, invert color 1 and color 3, 1 become white, 3 become black, with the vertical bar. Apply it to your area (you will loose the textures data now), select your area, ckick "assign material to selection" in the material editor (third icon under the materials). Now, with your area selected, go to the modify tab (top-right), select the "UVW Map" modifier (it's a the bottom of the list), in the options, alignment menu, select Y, you will see a yellow square appear on the front view, now click "fit", it will align to the height, check the front/left view for that. Top corner of the viewport, click realistic-materials-realistic materials with maps. In the view you should now see something looking like a basic height map. Video reference: 16) render the top view, 20k, save in png (best contrast result), 10k, save, 5k, save. You render it bigger so you can then crop in photoshop, in different resolutions, 16384, 8192, 4096 17) Once the file are cropped in a foto editor, you can now import them in World Machine for post height map edting. 18) (optional) You can capture high res texture from google earth, zoom in, and then tile them, you have a file with the area you need to cover. Google earth need to be configured in order to not change view angle and the north when you pan around during the hand tiling operations. Still didn't find a way to get HD textures of an area without doing it manually. Still looking for a free and good HD google earth texture tiling software. WM editing I will here just suggest some stuff, be sure to correctly check the preferences of WM and the project setup, use the +1 option of the tile. Start with your heighmap texture (correct the setup and height span) and blur it a litlle to avoid hard edges, do not use the WM generators (in my experience), just use the erosion module and the outputs (splat converter) erosion module setup (fast and good imho)(very sandy look) Channeled Erosion No Filter 10-20 iterations 0.000 to 0.254 Rock Hardness (this is the quatity of deformation the land will have so lower is better for short erosion duration) 0.504 to 1.000 Sediment Carry (self explaining) 0.754 to 1.000 Filter strenght (how much the two above filters are to be apllied) Random Seed (this is the one you should play with until you find the one you like) Yes Geo Enhancement 0.502 to 0.800 (more or less is too much) Interpretive Yes to Scale Yes to Mask 0.5 to 0.125 Channeling Depth 50% to 75% Post Channelling another erosion module setup (less fast but more realistic for hills) Channeled Erosion No Filter 50 iterations 0.111 Rock Hardness 0.508 Sediment Carry 1.000 Filter strenght Random Seed (this is the one you should play with until you find the one you like) Yes Geo Enhancement 0.502 Erosive Power Interpretive Yes to Scale Yes to Mask 0.125 Channeling Depth 75% Post Channelling Cheers, May you have a good one!
  4. Modding Tips & Tools

    L3DT merging heightmaps (heightmap operation/calculation) http://www.bundysoft.com/wiki/doku.php?id=plugins:calc:atmergemap World Machine WM Device Reference UE4 wiki WM import Geek at Play: WM learn video compilation Geoglyph: WM steroids World Creator: WM alternative (ex geocontrol 2) now GPU rendering Speed Tree: vegetation with BP True Sky Rock Maker: 3DS script for creating fast rocks Rock Generator: another 3DS script for creating fast rocks
  5. AdminChangeCap and AdminEndMatch works only with changemap AND pause access level if you have only changemap access , you will have only AdminSetNextMap
  6. Host name issue

    server config files have been separated and located in: C:\...\Squad\Config\ServerConfigs
  7. How old is the Squad community?

    an 8 years mind in a body of 36
  8. Show Us Your Rig for Squad!

    Intel I5 4690K @ 4.2 Asus GTX 770 DC2 2GB Asus Z97-A Corsair Vengeance 16gb @ 1600 CL10 Corsair H110i GT Corsair Obisidian 550D Corsair RM 850 SSD Verbatim 120Gb - sata 2 SSD Samsung EVO 850 500Gb - sata 3 WD black 640Mb - sata 2 WD black 2TB - sata 3 WD green 3TB - sata 2 Samsung S24D340H @ 1920 Samsung 223CW @ 1680 Blackwidow Ultimate Stealth Mad Catz Rat 7 Siberia V2 USB Logitech G400 Logitech Webcam / Stereo Speakers Windows 8.1 Pro 64bit
  9. Grazie, troppo buono Per il DLC, non e' cosi semplice come sembra (per le mappe neanche), a creare modelli e textures, sia per soldati, che mezzi ed eventualmente armi, bisogna essere bravi e io non sono cosi bravo (ci metterei troppo tempo), provero' a contattare Arremba e si vedra'. Nel mio piccolo, sto ipotizzando di creare una mappetta, ho iniziato a mettermi all'UDK da poco, ho iniziato una mappa su UDK con l'editor di RO2, ne ho visto le meccaniche, e mi son fatto un po' di ossa, la mappa non l'ho finita, e' li', ma mi e' servito a farmi un'idea dell'Unreal 3, possibilita' etc... Adesso mi sono buttato sull'UE4, e' simile, e ha molte cose in piu', ma sopratutto non ha tutte le attuali statiche di Squad dentro (a questo serviranno i tool dei dev). Per il mio progetto, mi sono sbizzarito con World Machine, avro' fatto si e no 1/10 del lavoro (erosione del terreno e texture princiaple dell'area), quindi per il momento e' aria fritta, inoltre voglio sentire IronTaxi (il map lead di Squad) e vedere se l'area che ho scelto e' adatta (teoricamente dovrebbe esserlo dato che la scelta e' parecchio ragionata, ma sai...) Inoltre ho zero statiche a disposizione=zero oggetti e zero textures per UE4 (ho l'HD pieno ma devo ancora controllarle), le vie son due, o me le faccio le statiche, o aspetto i tool, o non lo so Ripeto, per il momento solo un sacco di progetti, test, prove, tempo, quindi di fatto un gran bel nulla. Non vedo l'ora di farvi i complimenti per il lavoro svolto!
  10. Il tuo ragionamento non fa una piega. Il problema e' che ci metteranno una vita a creare tutte le props del terreno. Di sicuro verrebbe fuori qualcosa di interessante, vedere una fallujah su UE4, non sarebbe per niente male. Non c'e' che da augurare un grande in bocca al lupo ai DEV (anche nell'altro caso), di lavoro ne hanno ancora parecchio davanti.