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r0tzbua

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Everything posted by r0tzbua

  1. Questions regarding map/mod requirements

    I'll try to answer everything from my current knowledge. It will still be 4.16.3 until Squad itself switches, which may or may not happen, since it's quite a stunt. Folder structure will most likely stay like it is right now, since it's the structure of the game and won't likely change because it can become really annoying. The thing with mods being their own folder and everything happening in there like it is now will stay the same from what I saw, it's also the cleanest way in my opinion. You can create whatever you want yourself and use it inside your mod, just not any code stuff, since all of that must be in Blueprints.
  2. What are you working on?

    Show everyone what you are working on right now!
  3. Hi everyone! Now that the V11 SDK is out and hopefully you're all happily working on your new (or old) stuff it's time to let the community see it again! Submit your content over here: https://goo.gl/forms/0O1ry6yqwCLygmp72 Deadline is the 13th of June!
  4. What are you working on?

    Replied on Reddit as well, but in the end it doesn't matter as long as it can export FBX files. I'm using Max 2018, the team is using Max 2016 afaik.
  5. [WIP] Korengal Valley [Vanilla]

    Please don't spam mappers topics guys with useless discussions like that.
  6. What are you working on?

    SpecterDR + AN/PEQ-15 + KAC NT4 = ? No matter what it is, it's Operator AF (As multiple people said the suppressed gun sounds are horrible, yes I know that, I'm not a sound designer, obviously :P)
  7. Can we modify how sound works?

    Sadly showing you everything about UE4 and it's audio system would be a quite complex task. Especially since I'm no sound designer at all. I'd suggest reading into UE4 and sounds. That can best be done in their documentation on that topic: https://docs.unrealengine.com/latest/INT/Engine/Audio/ Also there's quite a lot of tutorials out there on sounds in general in UE4, it's really hard to say "that setting is there, and you do this here".
  8. Can we modify how sound works?

    Yes, you can play around with those, change them, all you want. At least everything that the UE4 Editor has to offer sound-wise. But like I said, right now it's not possible to release it as a mod yet, because the functionality to "overwrite" certain game aspects is not there yet in the modding support. It will some day be though.
  9. [WIP] Sarau Desert (Revamped and reworked) [vanilla]

    God this map needs an MEC-type faction sooooo bad, looking great!
  10. What are you working on?

    AN/PEQ-15 still isn't functional, but the SpecterDR works!
  11. Can we modify how sound works?

    Well it's quite a specific topic and a quite unspecific question. What exactly do you want to do? Also how I understand it right now it's possible to make new sounds and change sounds, but it's not possible to publish a sound mod which simply changes sounds that are already in the game, you'd have to link it all to map, for example make a copy of the US faction which uses the new sounds and use them in a map (or a copy of an already existing map). This may change in the future though.
  12. build v9 compatibility on v10 ?

    You should wait until the new SDK version comes out, since there are some changes, especially with vehicle names that may make your map not work right in v10 if built from the v9 SDK.
  13. What are you working on?

    it's a AN/PEQ-15, it has a IR illuminator and infrared as well as a visible aiming laser. No it's not functional (yet).
  14. What are you working on?

    Stuff
  15. What are you working on?

    Looking great Valepatto! I couldn't look at those guys sitting in a green forest any more, so I made them a quick scene to sit around:
  16. 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
  17. What are you working on?

  18. 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
  19. 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.
  20. What are you working on?

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

    Everything starts small!
  22. 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!
  23. 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!
  24. 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.
  25. 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.
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