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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
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      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
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Found 8 results

  1. [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..
  2. Lighting Bug

    Hey, https://imgur.com/a/KfQQC3H Are you aware of this visual bug? Looks like lightning is messed up. Happened to me a few times and its persistent to particular areas on the map.
  3. Like many on this forum I've played since the first alpha. Seeing the game shape up to something truly worth playing is great, but the devs seem to have driven shadow quality down a lot as a hasty way to improve performance. While the overall color palette in regards to lighting has improved compared to earlier version of the game, shadow quality has gone to a point I personally find a bit ridiculous for a game being developed this decade. Sadly I no longer have any of the older builds to check, but in pre-steam versions shadow quality was good enough for every bit of grass to draw it's own shadow, so I went through youtube to find an example for this. After the developers messed around a bit with distant field shadows in v6 ( which were promptly removed for performance reasons ) shadow quality took a major hit. Shadow resolution has gone so low that grass lacks any kind of shadow now. This was before the overall color palette for all the maps changed, so it doesn't look as bad now, but shadow resolution seems to pretty much have remained the same, which is dissapointing. This is pretty much what the game looks like now. The above screenshots are with all settings on EPIC. While Squad isn't a great looking game and considering it's scale it probably never will be, still it gets the job done. But shadows, even on epic, look downright BAD, there is no other way to put this. Some maps, and even some map layers, are more guilty than other. Shadow resolution is so low that even player models aren't more than blurry blobs, we had better looking shadows back in Battlefield 2. I know that many people have trouble running the game still, but is there any chance that we can get a bit of an upgrade in this area? We used to be able to set shadow resolution seperately, why not go back to that? Looking back at how sharp everything used to look, it is painful to see how ugly the game has become. Lighting is probably THE MOST important factor, more than textures or geometry, to the overall looks of a scene. Pick any game released a decade ago and they had better looking shadows.
  4. Hi All, Having Troubles with dynamic lighting: Before peeps suggest or link to tutes or docs - i have watched and read extensively (like, most of last weekend) as much as i could find related to this. One thing i did discover form my trawling is that UE's Dynamic Lighting is pretty rough and not very accurate (read: Crappy) I also bcame quite confused after being informed that Squad's lighting is fully dynamic, yet most (non-Squad)"fixes" advise adding in Static lighting elements as well as other Lighting "Helpers" - turning "Easy" Dynamic Lighting into a brain-melt. extra info for the above link: my buildings using Corrugated-Iron-over-Frame for roofs and walls have a 5mm gap between the Frame and the Iron. i have also asked in the Gen Disc thread about the possibility of the VXGI thing happening - looks lightyears ahead of UE's homebrand lighting. one last thing: is it possible for the Dev(s) to post about their default setup and settings? i have tried to copy the Jensens lighting but i must be missing something still. Cheers! .LJ
  5. Curious about everyone's opinions regarding maps with bright, sunny light (like Chora) or maps that are darker, more overcast lighting (like Sumari or Yehorivka v1). I ask this because I have found that I personally prefer darker maps far more, to the point where I am less likely to join bright maps, as not only have I found dark lighting visually much more pleasant and less harsh on the eyes, but I find I have not an insignificant jump in performance on darker maps. I get poor frames on Yehorivka v2 (the bright one), yet decent frames on Yehorivka v1. Wondering what everyone else's opinions are on this? I personally would love to see more dark or at least darker lighting on future maps.
  6. Squad is a very good looking game after V8, the ambience and lighting changes have done wonders, which is no suprise since lighting probably is the most important factor in achieving photorealism. Still, there is something really off about some of the foliage in the game, and I don't think I'm just nitpicking either. It is mainly the grass, and it is killing the looks of an otherwise pretty game. Look at these two screenshots, both seem fairly realistic and the general color palette seems right, this is how Squad shoud ideally look most of the time, the thing is, it doesn't. What I did is, I intentionally hid most of the grass foliage. Often you will be looking at something like this: Here something feels very off. I believe that it is the mainly the attempt to add shadows to the grass texture itself, which seems weird since that wouldn't happen on a bright sunny day, where the light would just shine through. The grass also seems too lush and long for such an arid terrain. But there are much worse examples. In these two images, the grass foliage looks WAY to dark, and clashes with the otherwise grey environment. It happens when you face towards the sun. This is most noticeable on the overcast version of Logar Valley, where the constrast between dark, even close to black, grass clashes with an otherwise bright grey ground texture. You also notice this black grass sticking out on the second picture at the beginning off the thread, on the right side behind the poppy field. It kinda makes my eyes bleed. Fools Road is also a bad offender at this, but it is not as noticeable since its environment is mostly green, but on grey hillsides there still is the same foliage/ground contrast clash. For the end of this Thread, here is an example about how I think it should probably look like. On Kohat, the grass is a lot more fitting, it doesn't clash with the dry ground, it looks how you expect grass to look in an arid country. Having some lush grass on maps like chora, where there is irrrigation streams everywhere, or logar valley, makes sense, I don't want them to look like dry wastelands, but they just seem too randomly placed, too dark and too lush to fit into the environments. Same goes for the hillshides on Fools Road. I don't expect the mappers to redo all grass foliage, which would be a stupid amount of work, but maybe change those specific foliage textures to be more fitting? Do people agree? Am I being silly about this? There is times when the game looks really amazing, especially on Kohat and Gorodok, but I am convinced that the unfitting foliage is dragging down the visuals of an otherwise really good looking game.
  7. I'm sure there are people who's job it is to make the pretty graphics paying attention to this stuff and doesn't need me to bring it to their attention, but as spectator and graphics enthusiast I thought this was cool to read. Would love to see this particularly for the sake of the trees. https://forums.unrealengine.com/showthread.php?69307-The-state-of-Distance-Field-GI-in-4-8&p=287243&viewfull=1#post287243 "we have some pretty big optimizations for DFAO that get it down to ~4ms on PS4 in large game scenes (Fortnite and Kite Demo). These won't make it into 4.8." https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/DistanceFieldAmbientOcclusion/index.html#foliageocclusion
  8. Now, I don't know if this is a dumb question, but does SQUAD use any form of physical based rendering/shading system at present? After a friend of mine who I was playing SQUAD with on the weekend pointed out that the plants look slightly plastic/shiny at the moment, whereupon I started talking about physical based rendering and how it addresses the uniform 'plastic' reflective lighting that a lot of objects in games tend to have. This generally addresses the different reflectivity properties of physical materials ingame so that they have approximations to real life levels of light permeability, opacity and reflectivity. To my highly unskilled observation I didn't THINK such a system is being used in SQUAD at the moment (correct me if I'm wrong please!!). After reading up I discovered that UE4 is definitely now listing physically based rendering/shading as a feature, and if it's not implemented at present is it something the developers are thinking about?