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      Forum Rules   07/06/2016

      Introduction   The Squad Team reserves the right to edit, update, add and remove rules at any time. Applicable rules extend to the PM system. Your PMs are private, but the Squad Team may be informed about unacceptable PM content by the receiving party.   Section I: Posting Rules   §1 Show Respect This community can only work if we all respect each other. To that end, it is imperative that any time you engage with another user, either directly or indirectly, you show them respect with the content of your post. In particular refrain from flaming, insulting, abusing, taunting, racism, and other similar types of actions towards other forum users.   §2 Attitude & Behavior Poor attitude and behavior are the most common ways a negative / unsafe environment is created and perpetuated. As such that kind of behavior will not be allowed on these forums. Please be mindful of this rule when posting personal positions and opinions regarding topics which could be considered contentious in nature. As a rule of thumb, keep your posts civil in nature, and refrain from making posts that are likely to incite arguments and create a negative environment. As a privately hosted web forum we reserve the right to maintain an environment that we are happy the majority of our players are comfortable with.   §3 Swearing While we will not strictly moderate every little swear that occurs, please try to avoid excessive bad language. The moderation reserves the right to remove rants and unsuitable content at any time.   §4 Illegal Topics
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      As per §1 and §2, keep in mind to be respectful and reasonable, not only towards all users of the forum, but also towards the Squad Team and towards any ideas and content and the game itself. Criticism is welcome, but if it is not constructive and/or if it is offensive, the Moderation may need to step in. Please refrain from posting if you are upset, angry or drunk, or you may be punished for things you wouldn’t have otherwise written, which is not in anyone's interest.   §6 Language & Legibility
      Please post only in English. Non-English content (including non-legible content) may be removed. If you see someone posting in another language because s/he apparently does not speak English, please report their post - if you can, you may reply in their language to explain their question, but please do translate their and your message so it can be reviewed by the Moderation. ‘Hiding’ insults in non-English posts will be punished harshly. Posts written largely in ‘leetspeak’ or full of spelling / grammatical errors may be treated like non-English content. This rule does not extend to PMs.   §7 Forum structure & Search
      Please ensure when posting a new thread, that the thread is located inside the correct forum section. Check all forum section titles to judge where your thread should belong. Threads created in the wrong forum section will be moved or deleted.
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      Please ensure that your post is not in all CAPITALS, as this is not allowed. Any threads posted in all caps will subsequently be removed from the forum. Repeated offenses may lead to infractions against your account. This practice is not approved or accepted here. 
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      Do not include more than ~1 large image per paragraph of text, unless in image collection / announcement threads. Link to further images.
      Consider posting thumbnails. You may post a few more images per post if they are reasonably small, the details are for the Moderation to judge.   §11 The use of BBCode
      It is allowed to use the BBCode in your posts. Over usage is not allowed. You may use the Bold in a reasonable manner but not for the whole text body. You may use the size feature but in a limited reasonable manner. You may not use any of the additional fonts at all. Color may be used to high light a point but again, not for the whole text body. Moderators will be watching for misuse and will edit when required without giving notice. Continued disregard for this rule will result in Moderator action in the form of warnings.   §12 Complaints of Server/Admin Abuse Reports of server/admin abuse will not be posted publicly. All reports concerning this type of behavior should be place in the appropriate sub-forum. http://forums.joinsquad.com/forum/241-report-server-admin-abuse/ All posts made outside of this area will be be removed.   Section II: Reporting & Moderation   §1 Reporting Posts
      There is a Post Report system in place. If you notice a post that violates forum rules, simply use the exclamation mark icon below the users avatar image to send a report to the Moderation. We will then review this post. Your report will not be made public and cannot be linked to your person by anyone outside of the Squad Team. You will not be punished for using the Report system even if the report was false, unless you repeatedly abuse the system to spam it.
      Do not ‘report’ posts by replying directly in public to them. In case of spambots, this prompts them to respond in turn, spamming the forum further. This also fuels flame wars and arguments.   §2 Reporting Moderators
      Moderators are subject to the same forum rules (and some additional rules / exceptions). If you think that a Moderator has treated you unfairly or is otherwise breaking forum rules, please PM the Lead Moderator or any Administrator. Do not accuse Moderators in public, the Squad Team will treat every complaint seriously and it is in our interest to discipline or remove Moderators who are known to break forum rules.   §3 Respect Squad Team members and Moderators
      Do not ignore or argue against Admin, Moderator or Dev instructions on the forum. If you have a complaint, as per §2, please inform the Team in private. You are expected to follow orders given by the Moderation, Administration and Development Team, and it is necessary for smooth running of the forum to respect their decisions. Being stubborn or ignoring warnings will lead to harsher punishments - however, we do not tolerate Moderator / Admin abuse of power / privileges, so do not hesitate to inform other Team members if you feel treated unfairly.   §4 Bans and multiple accounts
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Found 46 results

  1. Modding Teams?

    Could anyone help me with modding a kind of team, with a uniform and weapon class? Any help would be appreciated! I would like to make a British team, with an L85A2 as the main weapon and the P226 Mk 15 as the secondary Here is a picture of the uniform: Again, any help would be helpful in some way. Thanks in advance!
  2. [Mapping] Lighting Your Map

    Hey all! Here is the YouTube of the lighting stream I did on Twitch. Hope this helps somebody! Resources: Lighting Trouble Shooting Guide ( https://wiki.unrealengine.com/LightingTroubleshootingGuide) Cheers! ..oxy..
  3. Hi Squaddies, Winter may not be coming for all of us, but at least partly on the northern side of this cute little blue ball the days are getting shorter, nights are getting colder and the people spend more time in front of their PC rummaging around inside the Squad SDK. So, let's see what this community came up with in the month of September before hibernation kicks in! Join us on the Community Modding Discord where you can join discussions and meet the modding community. It's a great place to share your ideas and passion with like-minded people that will be happy to help you along the way. Afghan Valleys by dazZz-666 Based around the regions of the Hindu Kush mountain ranges between Afghanistan and Pakistan, this map caters to everyone who enjoys fighting in my rural areas as well as people with a taste for urban combat. It has been made with an US vs. Insurgent layer in mind and something for all the fans of the Afghan theatre. FN Minimi Mk3 by Pawin Made for the French Forces Squad mod, this work-in-progress weapon is already a beauty. For the modeler, Pawin, it was quite an unique experience because as everyone who tried to model a machine gun already knows: these things are complex and are filled with a lot of challenging components. Khe Sanh Combat Base by Socrates A regular appearance in these modding recaps, Socrates keeps on working on his Vietnam-themed map centered around the Khe Sanh Combat Base in South Vietnam. His focus for this month were the farms, dense jungles, and the trenches at the center of the map. From time to time, you can catch him streaming the development of the map on his Twitch channel for everyone to enjoy, so keep an eye on the Modding Discord to see it. Amazing to see all the pieces coming together! Al Bab/Syr1a Map by SQ-MAK AVCI Al Bab is a region in Syria not far from Aleppo, about 30 kilometers south of the Turkish border. SQ-MAK AVCI plans to develop a Turkish armed forces mod around this map and it's off to a great start!. So, let's hope we can experience urban street combat between the Turkish Armed Forces and Insurgents soon. IDF Mod: West Bank Village by CreativeRealms Already seen in a previous edition of The Wrench, CreativeRealms has made significant updates to his West Bank map since we've last seen it. He reworked the lighting and ground materials, as well as added some terraces and put some foliage down. The olive trees will provide great cover for any squad moving down the hill in its shadows. There's also a 360-degree view for everyone trying to get a grasp of the map here. Silver by Elitelurker Elitelurker is working on a map in a hilly region, filled with lush, but dry river banks, very steep hills, and winding roads all over it. The varied terrain should challenge squads with a variety of tactics and it will surely prove a challenge for designated drivers, too. Squad Modding Hub Management Team Out. P.S. Zeno loves you.
  4. Alpha 9.15

    Hey Squaddies, Alpha 9.15 is here and we're sneaking the first iteration of modding support out with it. Presenting the Squad Workshop. Please make sure to check out the notes for more information! Fixed Custom Servers browser showing licensed servers. Changed Yeho Invasion 2 Final Stand flag minimum enemies to capture the flag to 3 like all other flags. Fixed a weapons cache spawning in a closed building on Logar Night Insurgency. Mestia: Fixed issues with vehicle claiming and vehicle respawns. Mestia: Did more adjustments to the lighting. Mestia: Regarding a performance issue some users have reported - we are able to reproduce it on one of our systems now. Unfortunately, it's not an easy fix. The affected GPUs need for a certain operation more than twenty times as long as otherwise comparable GPUs. We are still working on a solution. The only way to reduce this issue for now is lowering the in-game resolution. Added initial gameside support for modding and steam workshop integration. Custom servers are now allowed to run modded maps. Players trying to join a modded server will be directed to the steam workshop if they aren't subscribed to the required mods. Read more about modding in the upcoming Modding Recap article. Instructions to get started on modding can be found in the modding section of the wiki: https://squad.gamepedia.com/Category:Modding. Changed game files to packaged format to allow mod packs to be loaded. This causes an increased update size and update install time. We're very, very excited to finally have this in your hands. Hit us with your feedback!
  5. Modding - What (Free) Softwares Might I need

    For like, reskins, maybe 3d modeling, possibly landscaping even though that's in UE4 editor. I screwed up on the brazier tutorial I tried several minutes ago so that gives you sense at my modding experience.
  6. Currently working on designing a map that's based on a real world location with additions and changes for gameplay. I want this map to work well with Insurgency, but also other games modes too. It's going to be a big one and it's influenced by a couple of Project Reality maps! Baby steps first though. Without getting too deep into it, I really like the game mode and hope it gets some TLC down the line, as well as more servers running it! However, it definitely needs some maps that are designed with Insurgency in mind. So, what do you guys think makes a good Insurgency map?
  7. The Wrench - August 2017 Edition

    Hi Squaddies, With StrangeZak working on getting modding support in Squad itself, what better time for The Wrench? August is back to school time, and the modding community is definitely schooling us on what can be done. Let's get educated! Join us on the Community Modding Discord where you can join discussions and meet the modding community. It's a great place to share your ideas and passion with like-minded people that will be happy to help you along the way. 120mm Mortar by Bonfunk The French Foreign Legion has a storied history of mortar usage throughout many conflicts. Thus, it's only fitting that 120mm Mortar they've made good use of comes to Squad under the skillful hand of Bonfunk. These work-in-progress shots give us a look at what's to come. (Hint: A lot of fearsome firepower.) Finkarus by LoRDHitMan With all the features to please and a whopping 8x8km island to put them in, Finkarus is sure to please players no matter how they traverse the map. It features multiple cities and villages, two large mountains, many foothills and hilly areas, dense forests, and strategic structures like a bunker and radio tower. This map is sure to only get better as more vehicles are added to Squad. IDF Mod: West Bank Village CreativeRealms West Bank Village is one of a few maps planned for the IDF (Israeli Defense Forces) mod, which offers a unique Mediterranean landscape where every game is (quite literally) an uphill battle. A combination of urban and large open environments will promote the use of more diverse combat tactics and keep both teams on their toes throughout the match. CreativeRealms is bringing some serious tactical challenges. Khe Sanh Combat Base Update by Socrates A U.S. Marines outpost south of the Vietnamese DMZ throughout the war. It is planned to be a 4x4km map ultimately focused on helicopter and ground vehicle warfare. Lots of progress has been made in terms of creating a sky, waterfall, and making the militia main base. Can't wait to see the finished map! Squad Modding Hub Management Team Out.
  8. Since Steam Workshop support is in the works and getting closer day by day, lets have a discussion about modding! Just like the title says, what is your favourite aspect of modding in the Squad SDK? There's a lot to discover and experiment within the Squad SDK - from making maps, vehicles and weapons to creating game modes and making cool systems and mechanics. Personally, my favourite part is creating assets for mappers to use in their environments/maps. Being able to understand how the current assets are made is vital in being able to do this efficiently and to a good level of quality, so it's really cool sifting through all the assets the developers have used in their maps! Do you peeps have any tips and tricks to share with others about your favourite aspect? Please let us know!
  9. The Road to Modding

    The Road to Modding Hi Squaddies, Over the last month, OWI's own StrangeZak (Zak Strange) has been working hard on adding official mod support to Squad. Although we still have a long way to go and everything could still change, our Modding SDK is starting to take shape. The first thing that was tackled was extending the UE4 Editor. With us wanting to be able to do everything from creating and uploading mods from within the editor, we had to add some custom features. The first thing we added were 3 buttons to help manage mods: "Create Mod," "Load Mod," and "Share Mod." While not fashionably Mod, definitely more practical. When "Create Mod" is clicked, a dialog box will pop up asking you for information about the mod you would like to create. Once this form is filled and the "Create Mod" button is clicked, we generate a new folder for your mod in the Plugins/Mods folder, then switch your content browsers view to your mod's Content folder. Inside of your mod's folder is where all content and information about your mod will be stored. This information will later be used when pushing to the Steam Workshop. Edit twice, post once! The Slightly Cool prototyping went better than expected. The "Load Mod" button is a simple interface for loading up your mod's "modinfo.smi" (Squad Mod Info) file. When you successfully select your mod's "modinfo.smi" file, it will load it up, and then switch the Content Browser view to the mod's Content folder: We are still in early stages of the work on sharing mods, but we already have the base ability to be able to share your mod to the Steam Workshop while in editor. When the "Share Mod" button is clicked, you will first be prompted to enter a changelog. This could be something as simple as, "Initial push to the Steam Workshop," or something as detailed as the itemized list of everything you changed in the version you are about to push to Steam. Once you submit your changelog, everything will start being pushed to the Steam Workshop. A progress bar will update you on the progress and stage that the upload is currently on. Now's a good time to join the Squad Modding Discord. Once your upload has finished, you should see it up on the Steam Workshop within a few minutes. At that point, anyone can subscribe to your mod within the Steam Workshop and have it in game. Congratulations, you've made it! The artist really evokes a sense of curves. With all of the Editor Extensions and Steam Workshop interfacing done, the next area I moved on to was getting mods playable in game. Firstly, I had to get the mod's content packed into a .PAK file format. This required me to learn about and use Unreal Engine 4's new DLC system. With all the correct flags in place, they pass to the cooker to prepare the mod as a PAK file with only the contents of the mod. With that done, it's time to get them loaded. For the most part, it seemed as if getting a mod loaded into the game was easy, since the engine seemed to do most of the work. This step proved to be more of a challenge than I had thought it would be. There were quite a few engine changes that had to be done to get everything working. I also did have to add modded maps to Squad's map list at runtime. After the merging of the mod map list and Squads map list, I was finally able to switch to maps in a mod in a release (private branch) copy of Squad. Studio 54 started from less. With all of this work done, modding finally has a solid base and is starting to take shape. There is still some work to be done before we can get it into your hands: Disabling and enabling mods from in-game, downloading mods you are missing when connecting to a modded server, LOTS of cleanup, and many other things. Can't wait to see what you guys will make with these tools! Offworld Out.
  10. La strada verso il Modding

    Ciao Squaddies, Nel corso dell’ultimo mese, lo StrangeZak (Zak Strange) personale di OWI si è concentrato nello sviluppo del supporto al modding di Squad. Nonostante ci sia ancora molto lavoro da fare e molte delle feature cambieranno nel tempo, il nostro SDK per il Modding sta prendendo forma. Il primo scoglio è stato l’espansione dell’Editor per UE4. With us wanting to be able to do everything from creating and uploading mods from within the editor, we had to add some custom features. The first thing we added were 3 buttons to help manage mods: "Create Mod," "Load Mod," and "Share Mod." Vogliamo che tutto sia possibile, dalla creazione al caricamento del mod da parte dell'editor, aggiungendo alcune funzioni personalizzate. Le prime aggiunte sono stati 3 pulsanti per gestire le mod: "Crea mod", "Caricamento della Mod" e "Condivisione della Mod". Anche se non bellissimo, sicuramente pratico. Quando premerete su "Crea mod", apparirà una finestra di dialogo che vi chiederà informazioni sulla mod che si desidera creare. Una volta che avrete compilato questa scheda, cliccate sul pulsante "Crea mod". Genererete così una nuova cartella per ila vostra mod nella cartella Plugins / Mods. Passate quindi alla visualizzazione dei browser per i contenuti nella cartella Content del mod. All'interno della cartella mod saranno memorizzati tutti i contenuti e le informazioni sul tuo mod. Queste informazioni verranno poi utilizzate quando pubblicherete sullo Steam Workshop. Modifica due volte, invia una volta sola! Il primo prototipo funziona meglio di quanto atteso. Il pulsante "Load Mod" è un'interfaccia semplice per il caricamento dei file "modinfo.smi" delle Mod (Squad Mod Info). Quando selezionerete con successo il file "modinfo.smi" del mod, lo caricherà, si passerà quindi alla visualizzazione del Content Browser contenuto all’interno della cartella Content dellla mod: Siamo ancora nelle fasi iniziali del lavoro di condivisione delle mod, ma abbiamo già la capacità di base nel poter condividere la vostra mod nel Workshop di Steam all’interno dell'editor. Quando cliccherete sul pulsante "Share Mod", vi verrà chiesto di inserire un changelog. Questo potrebbe essere un’introduzione semplice come "Prova iniziale per lo Steam Workshop" o qualcosa di più dettagliato come un l'elenco di tutto ciò che avete modificato nella versione che state per caricare su Steam per spingere verso Steam. Una volta inviato il vostro changelog, tutto verrà inviato nello Steam Workshop. Una barra di avanzamento vi aggiornerà sui progressi e sullo stato in fase di caricamento. Ora è il momento perfetto per unirsi al Discord per il Modding di Squad. Una volta terminato il caricamento, dovreste vederlo all’interno dello Steam Workshop in pochi minuti. A quel punto, chiunque potrà sottoscrivere la vostra mod dal Workshop ed averla sul gioco. Congratulazioni, ci siete riusciti! L'artista evoca veramente un senso di curve. Con tutte le interfacce per l’Extension Editor e per lo Steam Workshop concluse, la prossima area in cui mi sono impegnato è stato ottenere mod giocabili in gioco. In primo luogo, ho dovuto rendere il contenuto delle mod in formato file .PAK. Questo ha richiesto di conoscere ed utilizzare il nuovo sistema DLC di Unreal Engine 4. Con tutto correttamente configurato, abbiamo finalmente ottenuto un file PAK con solo il contenuto delle mod. Concluso tutto, è il momento di caricarli. Per la maggior parte sembrerebbe un processo facile far caricare la mod nel gioco, visto che il motore pare fare gran parte del lavoro. Questo passo si è rivelato più arduo di quanto avessi pensato. Vi erano parecchi cambiamenti al motore che dovevano essere fatti per rendere tutto funzionante. Inoltre ho anche dovuto aggiungere mappe modificate alla map list Squad in fase di runtime. Dopo la fusione dell'elenco delle mappe moddate e dell'elenco delle mappe di Squad, sono riuscito finalmente a passare le mappe moddate alla release (in un ramo privato) in una copia di rilascio di Squad. Lo Studio 54 ha iniziato con molto meno. Con tutto questo lavoro effettuato il modding infine ha una base solida e sta cominciando a prendere forma. C'è ancora qualche lavoro da fare prima che possiate metterci le mani anche voi: disattivare ed abilitare le mod in-game, scaricare le mod mancanti quando ci si connette ad un server moddato, TANTISSIMO lavoro di pulizia e tante altre cose. Non vedo l'ora di vedere cosa riuscirete a fare con questi strumenti! Offworld Out. Traduzione: [EI]Aragorn89
  11. The community has been busy as ever with creating content in the Squad SDK. Check out the July 2017 Edition of The Wrench over at this link!
  12. Any chance of a modding wiki?

    Hi Devs - any chance of a wiki for modding? I'd be more than happy to contribute pieces here and there as I uncover them. From my own point of view using the SDK is incredibly frustrating atm - so anything that helps get modders up and running faster is likely to be a very good investment. I know its still in alpha and things will change, but at least it would be a starting point. Just my 2c.
  13. THE WRENCH Červenec

    Ahoj, V létě, ne jenom, že je počasí fajn, ale i modující komunita se nám přináší další Wrench. Možná je venku velmi horko, ale ani to nezastavilo naše modery od práce na jejich úžasných projektech.. Nosná loď třídy WASP a LCAC od Legochiel Legochiel si vybral docela projekt. Dopředu už začíná s námořním vybavením s nosnou loďí typu WASP a udělal velký pokrok. Už se těšíme až uvidíme víc hlavně, když už bude trup nabarvený. Vypadá to, že se rád drží myšlence tématu s jeho nedávnou prací na LCAC (vojenské jméno pro vznášedlo), které taky vypadá hodně slibující. Reskin maskujících setů v Substance Painter od Stom Stom pracuje na tom, aby dal komunitě lehkou a rychlou cestu na reskin hráčských modelů bez únavné práce dělání částí textur a používání kamufláže na správných místech. Připravuje soubory Substance Painter, kde každý může načíst tu správnou texturu, která bude aplikována automaticky. Bocage od bestpony Stanovené ve vymyšlené lokaci, bestpony se snaží zachytit styl terénu nejvíce známý z Normandie ve Francii. Známe z 2. Světové Války jako "Hedgerow Hell" (peklo živých plotů), divoké bojování mezi US a ruskými silami se určitě bude konat ve farmách, městech, točitých silnicíh a neprůstupných keřích. Mód na francouzské zahraniční legie od squadfrance.fr Instantně oblíbený komunitou, moderský tým je obvykle zahlcen otázkami a požadavky o informaci o jejich módu na Squad Community modding discordu. Teď s impozantní velikostí týmu, práce postupuje dobře a my můžeme vidět nové součásti a screenshoty zveřejněny regulérně. Brzy budou sdílet postup na jejich webové stránkce. Lidé, kteří rozumí francouzštině už teď můžou sledovat jejich nedávný postup přes jejich blogy. Tutoriál na Squad frakce od r0tzbua Pokud jste viděli jeho Photoshop šablonu, aby rychle dal US modelům nový vzhled měněním kamufláže na textuře tak možná máte chuť experimentovat s frakcemi v Squad SDK. V jeho novém 35 minutovém tutoriálu se snaží podělit o tom, co našel o nastavování frakcí a udělá to lehké, abyste porozuměli vnitřním pracím a jejích rolích uvnitř Squadu nebo alespoň jednou, kdy se dostanete přes jeho rakouský přízvuk. Khe Sanh bojová základna od Socrates Socrates se spojil s některými modery Vietnamské války a začal práci na mapě obsahující bojovou základnu Khe Sanh, US mariňáckou základnu jih od vietnamské DMZ přes válku. Začal před pár dni a další modeři už pracují na jejím obsahu. Je to naplánované na 4x4km mapu ultimátně zaměřenou na helikoptéry a boje pozemních vozidel. CACTF (Tréninková oblast pro kombinované síly) od wunda CACTF může znít jako hodně ozdobený šálek, ale vlastně to je jenom další vojenská přezdívka, kterou si budete snažit zapamatovat. Nicméně wunda pracuje na 6x6km AAS mapě, která se snaží zachytit fiktivní tréninkovou simulaci mezi US a ruskými složkami ve velké US založené tréninkové oblasti. Už to obsahuje 18 nových budov z betonu nebo znovu navržené nákladní kontejnery a simuluje prostřední Středního Východu Skorpo od Zeno Po první ukázce v květnové edici The Wrench, Skorpo prošlo velkou expanzí s většinou hratelného prostoru vykresleného a pracováno na něm (6x6km). Zaměřený na přenesení autentického norského prostředí do života, Zeno dal opatrnou pozornost do realističnosti rozvržení a dohromady s novými budovami překreslenými z reality v práci ,jediná věc,která chybí pro hráče, bude vůně mořské vody a studený vánek Atlantiku. Zdroj: http://joinsquad.com/readArticle?articleId=192 CZ/SK discord: https://discord.gg/n6VBUZx
  14. The Wrench - May 2017 Edition

    Check out the May 2017 edition of The Wrench right here! We're still alive and doing well.
  15. Scopes and red-dots

    So, I was looking for a way to customize the red-dots and scope reticle colors, and styles to better reflect the variations in scope design. But after I was looking, I am starting to wonder if I am blind? or if the reticles are part of the scopes model?
  16. Check out the April 2017 edition of The Wrench right here! http://joinsquad.com/readArticle?articleId=167

    In order "To seduce the females!" I`ve started this topic. I`d like to show a map that I´ve been workin on.. SQUAD map that I am working on in my spare time. You might have seen something about this on the Wrench or the Squad monthly recap, or on YT videos by other authors. This map started from topography of one of many pacific islands. I manipulated the landscape, and I am using a modified version of the FoolsRoad landscape material. Foliage is mostly SQUAD SDK official foliage and DOKYOS Lowpoly-Rainforest assets. Game-modes will be Insurgency and AAS - probably a day and night version, depending on the game mode. Framerate is just about fine - I might find ways to optimize it tho. Capzones are mostly abandoned ruins in the jungle - doesn´t make much sense, I get it. Since there are no roads on the map (currently), It will be an INFANTRY-only map. I still have to work out proper SFX to make the whole thing appear more bearable - currently its like the lord of the crickets is holding a concert. Full moon is custom made, - there is a good tutorial on YT for that. The water material is translucent, and eating up a lot of shader complexity. Oh, did I mention that the map comes with custom player textures for the RU faction ? Russians will look somewhat 2006-2009ish, with oldskool wooden furniture AK74S and stuff. Anyhow, here´s a bunch of screenshots:
  18. Read all about it here! http://joinsquad.com/readArticle?articleId=141
  19. Read all about it here! The Wrench - January
  20. Hi small question for what not to do a system of voted to integrate the maps modded to the squad games according to the number of votes of the community as the maps kokan come from a modder its would really well integrated other maps does not the community
  21. Spent a bit of time perusing YouTube and seeing some amazing creations within UE4. For example this video of a dynamic grass system: I was wondering. Are the Squad developers utilizing the UE4 community, like the marketplace to help build this game up? There is so much potential within the UE4 engine and people have made some pretty incredible things. In this example, imagine that dynamic grass system in Squad! This also has me wondering about the goals of BlueDrake42 and the Harsh Doorstop project. Seems like what they're creating could directly benefit a game like Squad? I'm also wondering what the goal of modding will be moving forward. Will it just be traditional modding in the sense where some clients/servers may run mods? Or might the Squad dev team implement mods into the core game? I'm just thinking about what this game could be in the future, and seeing the capabilities of UE4.. Squad could be a simply incredible game.
  22. Here a preview of what the PRA3 team has been up to the last couple of months. First close playtest being held today. More footage and updates coming soon. Join the discussion! https://github.com/d...ectrealityarma3 https://twitter.com/RealityArmA http://discord.me/pra3
  23. Hello fellow SQUAD-players and modders Together with a few good guys we are working on a mod for Squad on the UE4 engine. The concept of the mod is not supposed to be revealed by now, therefore I would like to not have anyone guessing or asking in this thread. So here's the "Recruitment Advertisement": If you choose to support us with your skills, you will get access to our workflow documents and you get the chance to add your opinion and make suggestions, as part of a team. Access to our invisible discord channel on the Squad modding hub will also be granted. Be aware that you should have some references, and be motivated to work as a team. We don´t go through much hassle at the moment as the Squad DEV´s are giving us good support so far. You will work in no-pressure, no-deadlines environment if you apply. Be aware that the content of the mod is not to be disclosed until an official media release somewhat later this year. Right now we are looking for: - 3D character designer (concepts are ready, mesh-work needs to be done, player models) - 3D architectural designers(mapping props/assets) - 3D prop/assets/weapons designer (concepts are ready, Weapons, Equipment, Vehicles) - 2D artist (textures, custom requests) - 3D character animators - Mappers (non geo-specific limitations) - SFX designer (concepts are ready) If you are interested in contributing to a modification that will increase the fanbase of Squad, and give you the opportunity to be content creator, I´d kindly like to invite you to write me a message (PM) on the forums, or to hit me up on the Squad modding discord. kindest regards, Marvin - creative director
  24. 09.06.2016 - First edition Modding Community News Introduction Hello and welcome to this new recap article focusing on development in the Squad modding community. These monthly articles will feature and promote ongoing projects that are being worked on by our dedicated and hard working modding community. Modding Hub The Squad Community Modding Hub was created by Zeno and Mitsu back in late December 2015. This was a push from us to create a common ground for all modders in the Squad community, regardless of project size and previous experience. This resulted in a Discord server, that serves as a gathering point for everyone that seek to make Squad greater (again)! Originally we consisted of a handful of dedicated modders with widely different skillsets, ranging from industry professionals to people who had never touched a game editor before. This mix was vital for us, as it allows for a low entry barrier, and also gives the people the ability to learn from experienced users with an high understanding of the different professions of modding. We have also included several highly motivated individuals into our management team, this to create the best experience for you as a modder. As Squad is growing, so are we as a modding community, and the Squad Modding Hub now consist of 1300+ members, all eager to see what the future will bring for Squad Modding. So if you are a person who really wish to have an impact on the future of Squad, by creating the changes and content that will take this game to a whole new level, Join us today! Squad Modding Hub on Discord: https://discord.me/Squadmoddinghub SDK Release and Community progress An first iteration of the Squad SDK (Software Development Kit) was released 20th of April. This enabled the community to access the Squad assets used for creating maps. This instantly spawned lots of new maps and projects, ranging from deep jungles, cold mountains, scorching deserts and dark forests. These projects are now maturing nicely and with the competence level in the community rising, we are confident Squad will have a strong and experienced modding community for years to come. To download the SDK and start modding with UE4 and Squad, go to this thread and follow the instructions closely. SDK Release Thread Mapping With the SDK release focusing mostly on the mapping part of development, we are showcasing some of the amazing work being done by our community mappers. Marv Jungle Map Marv has been hard at work with his latest project, featuring a dense jungle theme unique for Squad. With atmospheric lighting and fog Marv has figured out the perfect formula for an immersive environment. Switcher Operation Dry Harvest Switcher’s Map ‘Operation Dry Harvest’ features a CQB centered map layout that is surrounded by dense forest that allows flanking maneuvers when you’re stuck fighting the enemy in the compounds. AK47 Halo Bloody Gulch remake The remake of ‘Bloody Gulch’ from Halo is AK47 latest project. He combines classic aspects of the map with Squad-esque environments that fit right into the tactical gameplay. Noxxid3 Jala Map ‘Jala’ is definitely one of the more mountainous terrains in this recap, featuring a variety of ridge lines and extremely dense forests. Watch out, there could be an enemy behind the next tree! LMR Sahara 6km x 6km, Sahara Plains Sahara Plains offer wast expanses of desert warfare, with a huge mountainrange stretching across the map, an highway passing through the scorching desert and desert villages with fortifications giving cover from the onslaught. Heavily inspired by the PR classic "Kashan Desert", many players will surely feel right at home in this map. EliteLurker 3 Kings ‘3 Kings’ is as his creator EliteLurker describes a map that is 100% focused on gameplay and designed to feature faster paced combat, while still retaining some of the classic Squad gameplay. EliteLurker has a long history of level designing, so we are eager to see the progress of this map. Igno WIP Forest map, 2x2km, Villages, lakes, Lumbermill. Igno’s Forest Map takes us to very rural areas offering open areas for long range engagements and dense forests that offer natural cover. Blindside Tresenka border - Project Thread Authors Description “It's inspired by most of the Chinese maps in Battlefield games and PR for its visual appearance. But as a larger map, I would like to have quite a few routes to each objective, kind of like mini, or secondary objectives. Large wide open spaces for objectives, surrounded by dense woodland and brush in between the points. But since it is a large map, I want to somewhat condense the area of action to make infantry gameplay a bit more interesting, because large open maps can be quite boring with 10 minutes of running time, then instant death or engaging enemy from extreme distances. Much more vertical gameplay as well, and designing the map specifically with gameplay in mind. To have a large map with large distance between objectives can be boring also so I'm trying to somewhat change that by making lots of ground cover for infantry and kind of "choke points", such as those mountain pathways, and kind of focus zones. while the distances are large, I want there to be a kind of clear objective” BigZ BigZ is working on a european countryside style map, where he wants to encourage fighting through fields and farms. He wants to build it in a future proof way, already thinking about good vehicle play when they eventually drop. OakleyHidef Normandy Oakley Hidef set himself the goal to up his modding by working on a rendition of the french countryside in Normandy. He also joined up forces with Fallen Heroes and is now part of the core team. Sidney Radar Array Model Sydney's massive radar array sure is a landmark that will be interesting to see in future maps. Having learned 3d modeling from scratch, he is setting his sights on definitely some of the “largest” projects currently underway in the modding community. We can't wait to see what more Sidney has in store for us in the future! Modding Fallen Heroes Development Team The Fallen Heroes Team is working hard on producing first person assets with a focus on grenades in the last time. Work continues on bringing the Squad feeling into a World War 2 setting. World War I Total conversion mod McQueen and Sekkyoku101 is working on an exciting new project focusing on rebirthing the battlefields of World War I. This project is still in its infancy, but they are showing great progress towards making an unique and enjoyable mod. Coding Nkey Nkey has been creating something that would offer maps in Squad to use even larger landscapes. He developed code that allows origin rebasing in a multiplayer environment. This might sound confusing to people, but in practical terms it allows the game to create new points in space which upon calculations are made from. fixing the known issues with floating point precision. This will allow Squad developers to expand their maps drastically, as it removes artifacts such as animation issues and scope jittering, currently appearing approximately 3km from the level centre. (noticable at the edge of Kohat for example) This new technique will open up for maps as big as 20x20 km (400 sq/km), resulting in a much more capable engine. Other Karmakut SquadOps SquadOps is the first step to allow Mil-Sim oriented communities to enjoy Squad even more. With predefined objectives and an extensive amount of preperation, planning and well coordinated execution, SquadOps will let military roleplayers and mil-sim enthusiasts feel right at home. Read more about Squad Ops and their mission here: Squad Ops Thread New SDK release and Unreal launcher integration The next step in the modding support for Squad is to release a brand new and much more content heavy version of the current SDK. This version will include all released assets so far, meaning all content that is in the v6 of Squad will also be in the SDK. Another great feature to come with the new SDK launch, will be the integration into the Unreal Launcher. This will allow for automatic updates and a much more streamlines pipeline for modding. It will also give great exposure to Squad Modding, as we are hoping for a large influx of experienced UE4 artists to give Squad a shot with this new integration. That's it for this time! We hope to see many more of you jump into the editor and give modding a try, and we are continuing our unrestricted support for the modding community via both the forums and also the Squad Modding Hub on Discord. Best regards. Zeno - Mitsu - Rotzbua Squad Modding Hub Management Team
  25. The Wrench - September Edition

    September Edition Ahoy! Mods on the horizon! Hello again good people of the Squad Community! We are back again with the monthly recap, designed to give an exciting insight into the murky corners of the modding community as we enter into the darkness of winter (at least for all you north-hemisphere dwellers). The squad modding scene has been doing great the past month, with some marvelous updates to already known maps, and some fresh content, straight out of the Modding Hub easy-bake oven™. So let's get straight to it! Total Conversions Post Scriptum by Periscope Games Post Scriptum released their first progress update since their reveal this month, and oh boy what progress they have made! In this almost 20 minute dev blog, they showcase their quality work-in-progress assets, giving everyone who is into WW2 something great to look forward to. Seriously badass and often unknown vehicles and weapons are featured, like the British Morris C8 Tractor and the German Sdkfz. 232 Recon variant, often overshadowed by its more famous cousin, the Sdkfz. 222. (referred to as “tiny tank” in Allo Allo) (DISCLAIMER: The video is a bit laggy and 720p due to the recording inside the UE software. Does not represent ingame performance) Vickers M.G. 3-Inch Mortar Granatwerfer 36 Factions Bundeswehr by BWMod Team The first faction mod to show some progress, the Bundeswehr will include the German armed forces into the Squad universe, with all its unique weaponry and vehicles. To quote the team`s description: “The BWMod (Bundeswehr Mod) is a mod adding a German faction. Some of you might already know it from Arma 3; This is a port of that project and the Arma version will remain the primary development platform” An interesting development strategy for sure, and many of us can remember the fun that the Bundeswehr brought to Project Reality, so having this for Squad also is certainly a dream for many PR “vets”. Mapping Kokan & Basrah by ChanceBrahh After its reveal last month, Kokan and Al Basrah has gotten some more TLC (Tender loving care) from Chancebrahh, and the maps are progressing very nicely. This is great work from an hard working mapper, and we are all anxious to finally have the British, face to face with the insurgents again, in the streets of Basrah. (click to expand) Weapons Musket Modélé 1777 by P1NGA Following an very unofficial “Hey, somebody should totally make an musket mod for Squad” comment from Mr. Irontaxi, two of our devoted community members took the bait, and now the first result is in: The Musket Modèlè 1777 was one of the most produced muskets of all time, with 7 million produced. If this turns into any more than a model duel is hard to tell, but atleast we can admire the amazing work that went into this model. 40mm Illumination Flare by Hamleet & Umarex Flares are something a lot of people want in Squad, seeing as there are already some night maps around and even some in development by the modding community. Some talented guys from the Squad Ops team took it upon themselves and are developing their first in-engine proof of concepts and they look great! Systems Basic AI Functionality by Hamleet AI is something that is very hard to tackle from a coding perspective, but nevertheless Hamleet started with his humble beginnings of a great project to bring some civilians into Squad. We hope to see a great development in the future. Best regards, Zeno - Mitsu - r0tzbua With the help of Igno, P1NGA and Assifuah. Squad Modding Hub Management Team