Forum Rules 07/06/2016Introduction 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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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
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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.
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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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Showing results for tags 'map; logar; trash; ue4'.
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Wanted to show some progress pictures on a final pass on details for all you eager mappers and maybe show off some of UE4 tools. First up.. small junk. (and no...I am not referring to Sgt Ross.. stop it already people!) We are fortunate that Lord Epic is investing in a foliage system that is on it's way to rivaling the cry engine and I can only say to you guys.. the sky is going to be the limit at some point. Here we have our new trash props done by our artist Drav. 6 cardboard pieces 3 cloth pieces 3 concrete chucks 1brick 2 wood 3 Cinder blocks The foliage tool lets us put these all into a brush and set variables as to how they are applied.. You can pick and choose what you want to paint at any given time as well as good variety of global variables to affect the brush. I'll outline some of them below but this shot should give you a good idea of what I am using. (a few of these like cloth have slightly different variables in the brush but essentially 99% same) Quick highlights: Paint Density: This a global multiplier that affects all Density values in the brush.. I try to start at 50% so I can go up and down in density if I want to paint less or more of the brush per stroke in certain area. Scaling: I use a min/max of 1 and 2 because your items should really be pretty close to real world scale anyway so you don't need to be making them 4-5 times the size. Exception of course.. minor variety on cinder blocks as they are a uniform manufactured item. Trees, rocks and especially bushes can work with a wider scaling.. Min .6 max 3 or something like that is ok and will still look natural. Align to Normal: objects brushed on will stay perpendicular to the terrain normal. (This would be a bad idea for trees but works great for small trash) Cull distance: If you plan on building maps for squad you might as well make this your best friend. This is a Min/Max for when the transition to fade the object from distance view begins. (Fun fact.. ue4 culls anything that can't be seen on screen very aggressively and automatically) Collision Preset: This kind of Brush there is no good reason to have the blocks and pieces collide with the player. There is a high overhead on physics assets and also the player bumps up and down on this stuff and it feels terrible. From my point of view.. anything smaller than a bread box shouldn't have a collision if you can help it. If players need to step up it.. so be it.. but otherwise save yourself the processing power. Let's build us a junk Pile.. Yeee haaa! Prepare the land.. like junk farmers of days gone by... Place some static Junk and BP junk piles Paint on some trash I might add a few random bushes growing around edges or a few things to break it up but that's pretty much it.. Anyway! Hope you enjoyed some intro to UE4 tools. I hope to post up some more quick little info-tuts as they come to me over the next few months.. cheers!