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r0tzbua

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Everything posted by r0tzbua

  1. The Wrench - December 2017 Edition

    Al-Basrah and Kokan originally started out as Modder-made maps by Chancebraah and made it into the full game. Adding to that, Chancebraah also joined the dev team as a mapper
  2. What are you working on?

    Show everyone what you are working on right now!
  3. Hi everyone! Since a lot of people continue to pester me about it, here it is! It's a Photoshop template for the retexturing of the US models with fancy new camos (Or unfancy new camos – who am I to judge?). (MARPAT by Assifuah, Austrians by r0tzbua) I split up the camo at all the seams, tried to get the size to each patch right to make the pattern unified over the whole model and changed some small things. The US flag patch on the shoulder got replaced by some simple velcro. I edited the normal map as well for it. So if you place a patch on it, make sure to edit the normal map as well. To change the camo (currently it is a US Woodland camo by Tounoushi from the Facepunch forums), you have to do the following: Find, and double click the layers (Smart Objects) called "[REPLACE ME]". It will open a Smart Object in a new tab. In there you can place your Camo/Color/Nude Pics and save it. You can now close this new tab, it will automatically replace all the camos with your recently placed ones. Yay! You don't have to make the camo layer visible, it just acts as a template for all the smart objects in the folder with the name of "Don't touch us if you don't have to." Both files have some extras in there for recoloring the plain colored things and other equipment: US_Army_Equipment_Albedo.psd This is a layer for recoloring the coyote/tan plain colored stuff in the original texture. If you want to retain thise, simply set it to invisible. It also has a second smart object for having a different texture for the helmet. If you want the same as in the rest, simply also place the same camo in here. US_Army_Body_Albedo.psd These are recolors of the tan stuff like the boots and the holster. You can simply make these layers invisible (by clicking on the eye, but I guess you know that already) if you want to retain the standard tan versions. There is a Marmoset Toolbag file in there which should theoretically work to give you a quick preview, just replace the missing textures in the materials with you newly created ones. (You may have to export the combined map from the SDK yourself to get a "real" look.) I think that's it for now, if you have any questions, just hit me up on the Modding Discord. Ah, yeah you need a download link, it's on MEGA, because it's huge: https://mega.nz/#!RFNyxQAb!EJq63QkxzhwZeOJL4572IWBQe6Pj2KnTII3r0nahsiE Credits: Offworld Industries for the model and textures, I'm sorry I'm doing this to you. Tounushi from the Facepunch Forums for the M81 Woodland Camo, I'm sorry I misspelled your name in the PSD, but it took a long time to upload it and I don't want to start again
  4. The Wrench - September 2017 Edition

    Most of the modding community is built from the Modding Discord (at least that's where most of it started) so our submission form is also always announced there. We'll think about the call for submissions in the forums as well.
  5. What are you working on?

    I know, I'm an overachiever. Revisited a meh-texture yesterday to make it a little bit less meh.
  6. What are you working on?

    Everything starts small!
  7. What are you working on?

    I think you should look into the wear more. At the moment it all looks very generic, like you'd just put a grunge map over it. The link FishMan posted on the last page is great regarding that. Look at that AK, every scratch tells a story, ever edge has seen some hard times and wear appears mostly where it is realistic to appear. Also you should check your PNG settings, there are quite some artefacts, it seems like you're using only 8bit colors or something. If you're doing the texturing in Substance Painter i'd try to look into mask generators a little bit, they're great for some basic edge definition!
  8. What are you working on?

    It may very well be. But it's much more than just taking a photo and using its color information for texturing. In other news: Mailboxes!
  9. What are you working on?

    I'd rather not or it will look like arma2 stuff and millions of texture artists will cry out in pain at the same time.
  10. What are you working on?

    Yeah like I said, it's just basic material definition at the moment with no real wear pass as well as roughness pass. Just trying to get the basic plastic right with all of its weirdness and grainyness before adding details in the roughness channel. Because I also want to put a lot of thought into the roughness variations especially working with the ao here.
  11. What are you working on?

    working on the material definition of the plastic parts. still ways to go (no real wear pass yet).
  12. [WIP] West Bank Map [IDF]

    Nice start! Looks like you have some static lights in there still though
  13. What are you working on?

    I love the steering bar.
  14. What are you working on?

    Jump around, jump around, jump up, jump up and get down. The journey for the most useless level prop continues!
  15. What are you working on?

    I feel like every asset/3d/2d forum needs one! I'll just start: Wind turbine! has no real material yet, but it's a start: (I can't embedd because I forgot to turn off music, and it got copyrighted, so just click the link ;)) https://www.youtube.com/watch?v=D1EzlCicwhc
  16. In the last few days there has been some confusion on how to add new factions into the SDK. I tried to do a basic guide in form of a video tutorial on how to add a faction, define the roles and apply a basic retexture as a player model. I hope you find it helpful. Please be aware that: I'm austrian and english isn't my native language, so if that turns you off, I can't help you, I make mistakes This was recorded "live" and didn't receive a lot of cuts (other than the SDK startup etc.), so there will be mistakes in it and they will be fixed in the video. This isn't an "official" way by any means, it's just how I found it out by trial and error and looking at the current factions. Any questions? Shoot away! Or find me lurking on Discord on the Modding Hub
  17. Hi everyone! Since a lot of people continue to pester me about it, here it is! It's a Photoshop template for the retexturing of the US models with fancy new camos (Or unfancy new camos – who am I to judge?). I split up the camo at all the seams, tried to get the size to each patch right to make the pattern unified over the whole model and changed some small things. The US flag patch on the shoulder got replaced by some simple velcro. I edited the normal map as well for it. So if you place a patch on it, make sure to edit the normal map as well. To change the camo (currently it is a US Woodland camo by Tounoushi from the Facepunch forums), you have to do the following: Find, and double click the layers (Smart Objects) called "[REPLACE ME]". It will open a Smart Object in a new tab. In there you can place your Camo/Color/Nude Pics and save it. You can now close this new tab, it will automatically replace all the camos with your recently placed ones. Yay! You don't have to make the camo layer visible, it just acts as a template for all the smart objects in the folder with the name of "Don't touch us if you don't have to." Both files have some extras in there for recoloring the plain colored things and other equipment: US_Army_Equipment_Albedo.psd This is a layer for recoloring the coyote/tan plain colored stuff in the original texture. If you want to retain thise, simply set it to invisible. It also has a second smart object for having a different texture for the helmet. If you want the same as in the rest, simply also place the same camo in here. US_Army_Body_Albedo.psd These are recolors of the tan stuff like the boots and the holster. You can simply make these layers invisible (by clicking on the eye, but I guess you know that already) if you want to retain the standard tan versions. There is a Marmoset Toolbag file in there which should theoretically work to give you a quick preview, just replace the missing textures in the materials with you newly created ones. (You may have to export the combined map from the SDK yourself to get a "real" look.) I think that's it for now, if you have any questions, just hit me up on the Modding Discord. Ah, yeah you need a download link, it's on MEGA, because it's huge: https://mega.nz/#!RFNyxQAb!EJq63QkxzhwZeOJL4572IWBQe6Pj2KnTII3r0nahsiE Credits: Offworld Industries for the model and textures, I'm sorry I'm doing this to you. Tounushi from the Facepunch Forums for the M81 Woodland Camo, I'm sorry I misspelled your name in the PSD, but it took a long time to upload it and I don't want to start again
  18. Some stuff that was made with it, so you know what you get: Desert Marpat texture made by Assifuah MARPAT Woodland, if you ask about the front sights, here's your answer. Austrians Some scandinavians with a horrible swedish M90 that needs fixing.
  19. [Free Assets] British Props !!

    Please mind that you most likely have to replace the links inside the assets. So open up the material and re-add the textures, as well as readding the material to the static meshes. Then it should be fine. Very nice job!
  20. Hi guys, I was a competetive gamer in Counter Strike and Day of Defeat about 15 years ago and I think in a lot of modern game releases it get's ignored (aside from Counter Strike), which is a shame because it can really help a game and a games community. I'll try to make a case for it here and try to explain how one could try to achieve a good set-up for those gamers. How does a competetive scene help a game? I think if you give gamers the tools for a scene they will come to your game. Competetive gaming helps extend the longetivity of a game and keeps the community also more dedicated. A good example here would be Natural Selection 2, a great game in a lot of ways, which had a nice competetive scene which extended it's longetivity and shelf life a lot. (Even though it's now mostly dead and the devs moved on to their next game). What does a game need to suit a competetive scene? I think it comes down to small things in the end: Skill, and not luck based. This is pretty straight-forward, if we look at the current scene, mostly skill-based games are the ones that are really played: Counter Strike: Global Offensive, DotA2, Starcraft2, League of Legends and to some extend still older games like the original CS and DotAs and Starcraft. I think Squad would be a good thing here, shooting, moving and all that are skill-based, with a focus on tactical gaming and teamplay it's predestined for competetive gaming.Cheat-free This one is not so easy, because there will always be cheaters, the knack here is to catch them and not make it impossible for people to cheat (which would of course be the wanted thing, but as long as there is RAM, there will be ways for people to cheat, unless we completely redefine how games work. I will come to that point later.Tools It's really simple, once it's easy for gamers and admins to set up and run a game, these gamers will have a much more easier time to get a game running and set it up.What tools, features could potentially help? I think it comes down to three or for things, that I will go into. Of course there are other things as well, like sponsored gaming ladders etc., that would be amazing if they would be made by the dev team, but in the end the community would be able to carry that. Demo Recording This one is easy, as long as there are games, there will be cheaters, one of the best ways to catch a cheater is still to watch them play. With some sort of demo recording, or spectating feature, this could be used to get rid of them, even if it's only AFTER they cheated. One of the reasons Battlefield 3 failed in the competetive gaming scene is the lack of the announced "BattleRecorder". The more tools this demo recording has the better it could be used to catch cheaters.Game Spectating/Streaming from a live cast point of view Lots of the fun to watch current competetive games is that you can really look at a game from different point of views, check out the teams, check the different parts of the match, for example CS:GOs and DotA2's live streams are often casted in the way of real sports casting, which works great.Competetive Server Tools It is weird, there are really simple things that could help teams make it easier to start a match or to get the match set up, but a lot of games simply ignore them. You could have simple server tools, that allow for quick map changes, round restarts pausing a round once a player drops and all of that, but most games simply ignore them, I think a small visual competetive tools for those settings could help gather the clans interest in matches a lot more.This was just a quick round-up of my ideas, I have quite a bunch of documentation lying around from past projects that never worked, but I'd love to hear some guys' (and gals') input on it, maybe even from people who are currently playing in a competetive environment, that have more recent experiences with it, since mine are quite old.
  21. There will be enough mods that will be free, even by devs working on ESC and PS. These are two products that don't define themselves as mods anymore, like other projects did in the past and will continue to do so (Counter-Strike is an example, Rising Storm 2 is heavily built upon RO2/RS's base). There will be different products that see themselves closer to Squad and will continue to be free. I myself am working on ESC, but also will continue working on my free mods as well as provide help, support and ressources to other modders.
  22. The Wrench - January 2017 Edition

    Modders can work on whatever they want, and unless track physics are in the game, modders won't really add quite a lot of tanks. This is a modding recap, not the official dev log.
  23. Post Scriptum : The Bloody Seventh

    Is it not a decision by the teams that build the content? If you are a team building high quality content, why don't they earn the right for themselves to make some money with it that helps development? There will be a lot of free content provided by very talented people, there will be some things that may not necessary be free, it's great that OWI theoretically supports those decisions and helps these hard working peeps to earn something for their work. If you don't want to spend money on something no one will ever force you to do since there is quite a thriving mod community that is also working on free things. One of it you already are enjoying by playing the free Kokan update which was started by a modder and made it's way into the game already.
  24. The Wrench - January 2017 Edition

    To keep things unbiased (lots of the Admin and Moderation team from the Community Discord that are writing this monthly are also on mod teams) we only showcase work that is being sent to us, we don't pick and choose from the community what we see. Post Scriptum has their own channels of showcasing and communication, so they don't partake in The Wrench. We curate the content we get, and what we don't get we don't include @c-pid I just tested it again and it seems to work fine for me …
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