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Showing results for tags 'mapping'.
Found 15 results
This is a question aimed at the devs or those familiar with mapping in UE4. There was a rather long and somewhat heated discussion regarding interior decoration of the enter-able statics on various maps (particularly Al Basrah) to which is was proposed that if someone wanted to see the interior statics fleshed out, they should do so themselves. I agree with that sentiment, but as it's 2017 and we have these beautiful cloud based source control tools, I was wondering how possible it would be for a group of say 2-10 people to collaborate on placing statics or blueprints on a UE4 level. The BF2 editor/engine had an interesting way of going about it, using .con files (text) to define the positioning/alignment of statics, which meant it was very easy to use source control to collaborate on such mapping tasks, as you just commit the new staticObjects.con and another person can pull that change and add their own, or you could even work concurrently and just solve any merge conflicts that arise quite easily (since the static name, position and rotation were all listed in plain text). UE4 saves most of its content as binary files, which doesn't give me great hope for diffs or merge conflicts, but I was hoping someone has a little more insight. Is it possible to diff map changes and solve merge conflicts between multiple people just placing and moving statics/blueprint entities on a map? If not, I'm wondering if it would be a worthwhile project to do try and do an editor extension that would allow for a conversion to plain-text based placement (auto import/export) of statics/BPs so that teams could collaborate properly on mapping.
Hey there, I have been trying to figure out how to disable the default gamepad/controller controls of squad. I like to set up my xbox one controller with 3rd party software so I can play with a hybrid gamepad/mouse setup but I haven't been able to disable squad's default controls to stop my keybinds and squads from fighting each other. I found another post on here where a programmer stated the following.. Motherdear: "Go to the defaultinput.ini in the app config folder/ game folder and find everything with the gamepad tag and delete it manually, our binding system is very basic atm and isn't slated for updating for a while sadly" Seems pretty straight forward so I go into said input folder and delete all mentions of gamepad save and still have the controls fighting me, then delete them another way with no luck and eventually remove defaultinput.ini from the game all together and the controls are still there. Idk what I am doing wrong, if I am overlooking something, or if you just can't do it this way anymore? Any help or insight is greatly appreciated!
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:
Hi modders I'm in the early stages of making a map. And i am currently working on a cap-point set around a big coastal radarstation. For the Radarstation to get the last touch i would really like Iif I could have it rotate. like in the video. Is it possible, and if yes, how do it go about doing it? im fairly new to the SDK, with only around 30-40 hours, of which almost only modelling with polygons.
The Flash posted a topic in ModdingI made this tutorial for anyone who can use it. Hope it helps! Tutorial - Using Map Puzzle to Obtain High Quality Satellite Maps The Flash
Marv posted a topic in ModdingHello 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
I thought I would start a general Level Design thread. I am new to maps of this size. Add things in here that are needed or ideas that affect game play; from a level design perspective. I am currently learning this games mechanics and game play - so any additional items on how the current game play flows and any changes to this would be good. I am aware that this is in alpha; and many things are not optimized - like tree collisions. First off, I see an issue with terrain - it seems I can pretty much climb and walk anywhere. Need to use that slope bias more.
Collection of stuff I did Maps Rogue Valley / Nova Gora [WIP] Woodland Shooting Range [WIP] Mods -none- Freebies! Landscape material i finished today. play around with the values/textures https://mega.nz/#!5YYk2YrS!68YwwU-bT-Zw4m7tebihRLlSdf6xx12SVVJvvzFsJEg Export the Folders /Assets/ and /Mitsus_Mapping_Mess/ to /Content/ in the SDK folder Inside the Content Folder should be /Assets/ and /Mitsus_Mapping_Mess/ Preview:
With the annoucement of the soon to hit SDK how about some community price funded mapping contest? Maybe the dev´s could set the rules of time and what the base thing has to have to be accapted and use an extra mapping contest donate paypal account for everyone who wants just to donate some price money(of course without any reward). It would not be much in the end I guess but I think that would get a few people in the mood to start and build something great. Any opinions?
Hello to all devs and forum members. I have a quick question about modding in Squad. I have been looking up modding for a long time in various games, never really had dedicated time to fully develope one, only started a few and abandoned them after a few barriers. Anyway, I finnaly have some coding expirience and I think I can pull it off this time. My question: I know the devs mentioned that the access to modding will be done trough an ARK type deal, what does that entail (mean for the modders). I am new to UE4 and dont know its capabilities, as my GPU died just on the morning that I downloaded the kit. So I am wondering about a few things, I know that UE4 has very good capabilities when it comes to underground terrain, but will I be able to limit movement of, lets say, one faction, or a class trough a tunnel (IE a skinnier guy or a indigenous has the ability to navigate paths that a bigger guy or invader cant). And will I be able to lets say have a hole in the ground be visible to one nation, but invisible to another (IE traps like in vietnam). Quick second question: will the balance remain symetrical (I.E. everyone having the same armour and speed) or will I be able to modify it per nation, and for general drug use, as in lets say a solider takes something, and he is now able to run faster, and is in turn punished for it in another way.
I'd like to be able to remap the controller or at least turn it off in the game settings and use Xpadder. The controls should be more like BF4 imho, no offense.I'd appreciate a sensitivity option, for the controller, the mouse sensitivity doesn't effect it.
Will there be a compatibility tree for mods/maps? Say I use a custom faction in a map I am making, will there be some mod manager than installs the faction first when the user chooses to install the map? You might be asking, "Why use a tree at all?" Well, what if someone created a map pack; on the top level we would have the map pack, on lower levels would be the maps, on even lower levels would be all the factions needed for each map, you could even imagine a lower level for weapons/equipment/clothing for each faction. Edit: Clicked on the wrong forum, this should be in Questions.