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Found 16 results

  1. [Free Assets] British Props Asset Pack

    So with the British Faction getting closer it'd be great to see some in the modding community make some English maps. Mapping isn't my thing so I decided to make some props. Included Items: Red Telephone Box Red Postbox Traffic Bollard Internet/BT Box (Found at the bottom of EVERY English Street) Pedestrian Crossing Post thing..? Old Caravan (Will release different textures for it soon! Old and new etc) SandBag Road Sign The pack is far from complete but I've been busy lately with the Foreign Legion Faction mod. Simply download the Uassets you want and place them directly into the squad content folder under epic games. https://drive.google.com/drive/folders/0B8cE5JFq7B_WeTMzUGZuQlVnQW8?usp=sharing - Download Please note that these are free but please do not use them outside of the squad modding community without my permision. And obviously don't sell them. Thanks for taking a look, enjoy ! Edit: You will have to relink the materials up and possibly reassign the material to each model. Babe x
  2. Hands

    With the amazing amount of work that goes into the weapons could we get bit more detail in the hands. It's not bad with the regulars as they have gloves. Just the thumbs just seem to stick out too much
  3. Motorcycle Minsk BUG

  4. Hey all! I've spent the last few days making some more free assets to use in your maps. This time I've whipped up an oil pump jack model and a fully modular, spline compatible, pipeline set. Here's all the assets: You can spline them! Splines and statics combine seamlessly! (Make sure the spline width is 55 for them to be the same size) You can even go over stuff! Or you can just use the normal statics! The Pumpjack ain't too bad to look at either: Installation: 1. Unpack the downloaded .rar file to your Content directory (Anywhere else and it will not work) 2. UE4 should import the assets automatically, if not attempt to import them manually. 3. Done! A few tips on using these assets: You can change the color of the pipes in the material instance! Don't be afraid to use a bunch of the static pipes! They're fully LOD'd and well optimized. Try not to make sharp corners in the spline pipes, or the collisions may not match up! When using the spline pipes, be sure to uncheck "Scale to Width" (Right under where you add the mesh to the spline) If you're using a lot of the splines, make sure they have a cull distance set! Each spline pipe has 700 polygons, so it adds up somewhat quick. DON'T use the spline pipes as statics or vice versa, the splines have no LODs and the statics aren't high poly enough for splines! Here's the Download: http://www.mediafire.com/file/3nhvab6yla8br8z/Pipeline-Pump.rar If you have any suggestions or requests for other simple modular sets I should make please say so!
  5. Bullet Damage Model

    It seems not a lot of people have seen this pic. It was provided by @IrOnTaXi on Discord ages ago. I've posted it here for your viewing pleasure. And note, all those shots you think you landed? They probably hit the guys arms.
  6. As per Bruno-G's suggestion, here is a separate thread on MT-LB 6MB model. Much of what is missing on the 6MB is correct for the regular MT-LB as well. Abstract My premise for spotting model differences to IRL counterpart was largely based on consistency with the level of detailing Devs chose for the models. For instance, detailing as low as mudguard hinges is present on the 3D model. As such I am not counting amount of track links or sprocket bolts, but visually noticeable detailing. Naturally there are differences between IRL vehicles as well, therefore I tried to reach the most common contemporary denominator that has the least amount of detailing. I will not be posting reference material here, but it can be added at a later stage. Lastly I have not seen the model close up, so there might be other issue, but I will update them when we all get our hands on the vehicle.
  7. Vehicle wreck models are a key feature, not only because they say "FYI, sh*t went down right here" but because they're exceptionally immersive, and good wreck models are far, far more so. PR is actually an example of "meh" wreck models, they're just burning black heaps. Good wreck models have the right balance between burnt/blackened areas on the vehicle and ones that still have their paint, popped tires or some wheels missing completely, broken tracks, steam/smoke and/or fire coming from an area of the vehicle, etc. Hopefully we see good wreck models in the future, as I haven't seen any indication of them for V7.
  8. My Eotech 552 Model

    Hello all, just thought I might post the WIP model I have been doing for the past bit. Almost the entire thing so far is 100% accurate to the real standard 552 I own and have on my rifle. I am posting this not only to show it off, but also to announce that once complete it will be made available for use in Mod projects at my discretion. PM me if interested. Should any interest exist I could finish it within 2-3 weeks(due to school). Otherwise I will only work on it for maybe a half hour at a time and it will take longer. As you can see it is not quite ready, but I am looking forward to potential appearances in future mods for Squad! NotBrad out.
  9. So I was just wondering, what are the damage models on vehicles going to be like when they come? I'm really hoping for some pretty in-depth stuff, seeing as the game is based around realism. Nothing like Battlefield's damage models, which is pretty much vehicles with health bars and the only factors to take into account is the side of the vehicle you're hitting. Maybe similair to Arma's damage models, but hopefully a little more in depth. So for instance in Arma you could disable a vehicles turret and pop one of it's tyres while the rest of the vehicle remains fully functioning. Ideally if the damage models were a happy middle in between what Arma and War Thunder has. War Thunder depth damage models would be great, but it would put way to much work on the devs, so like I said, if the damage models found a happy middle in between Arma and War Thunder that'd be great. I would be really disappointed if they had to detail and were similar to battlefield's damage model.
  10. show your work

    so... i just started on this bridge, a couple of hours in, and it's the first model im making in UE4, so i was curious to see if any of you guys are making models or maps or what ever, and if you would like to show your work in progress! :) anyway here is what ive made so far... its not much, but its something ^_^ - im making a "bascule bridge" so its gonna have a "fighting position" in the bridgeoperating house
  11. Hello everyone ! Let me first of all introduce myself, I am Romain, 28yo CG Supervisor for video game cinematics. I have recently worked on project like Halo 5, Grey Goo, Call of Duty ect... I am also member and founder of the ArmA section in the multigaming community =BoB= aka BreizhoO, I am pretty sure I have played with some of you guys on Squad or any other simulation game out there. I am new in the video game industry though, always worked with pre rendered cut scenes, and I have just started in the modelisation of some WWII era assets. Endgame being integrated those as a mod in Squad with Unreal Engine 4. Those assets are started : ( I will get some WIP renders later this week ) Opel Blitz - 80% KubelWagen - 70% Stielhandgranate - 100% Pak 38 - 90% STG 44 - 40% The list is quite long, and for now I am only working on this on my spare time. I will first focus on the firearm themselves, and then, when the SDK gets released, I will get the characters and vehicle up and running? I hope that we will be able to get the original rig, and reuse the game animation. I am also negotiating with the Milirary History Museum of Budapest to get my hand on some Axis and Allies outfit and gears and then 3D Scan them with my company hardware system to get ultra hight quality model, almost never seen in an Indie game before. Now, to get a bit more into details and to introduce the mod : It will be a partial game conversion using some existing asset and animation. Project name is : 1944 : La voie de la liberté. This is the road that goes from Utah Beach in Normandy to Bastogne in the East of France. Crossing Britanny, and Center of France to finish into those cold Ardennes valleys. Battlefield will be various, from the Libération of Sainte-Mère-Eglise, Carentan, Rennes, Anger, Le Mans, Verdun, Bastogne ect... The main idea is to develop a war frontline, with no compromise, extreme simulation, so extreme that gameplay would be left behind on some aspect. Difficulty and Inertia will be the keywords. No quick reload, if it takes 20 seconds for the crew to get in the Panzer 38 (t) then, 20 seconds it will take. MG Gunner will have less stamina than a simple rifleman, or according to his load. Emphasize ambush and transport more than Gun & Run Here are a few features we would like to showcase, via Scripting or Blueprints in UE 4 : - Drink & Stamina ( Drink coefficient is directly connected to the speed of Stamina regeneration. ) - Towing of Canon and light Artillery. - Troop transport, Opel Blitz, Half track, Light carrier ect.. - Light armored vehicles, M5 Stuart, Panzer 38 t. No Heavy Unit - Squad Based, FOB, rallypoint ( Squad ) - Massive non linear map based on actual location - Construction and Fortification ( Squad ) - Gear modification ( Tree branch for canon camouflage, sandbags ect... Men of War like ) - HQ and High Command ( Squad ) - Axis and Allies, Western Front conflict. - Inventory, micro gestion, ammo and drink canteen ( Men of War like ) - Vehicles Cargo ( ArmA like ) - Night and Day cycle ( If technically possible ) - Autobipod ( Red Orchestra like ) Everything announced is subject to changes, but the main idea is here. We will start with the basic features first, in order to get a prototype released no too long down the road. On the reference side, here are some and what we like from them : - Invasion 44 & Iron Front (mod ArmA) ''Speed pace and tactics'' - Resistance & Liberation ( mod Half Life ) ''Game overall concept and belt inventory'' - Men of War series ''Micro gestion and inventory'' - BattlegroundEurope WWII OL ''Game concept and scale and learning curve'' - Red Orchestra & Darkest Hour ''Game concept, and weapon behaviour and impact + bipod system'' - Project Reality ''Team based'' As you can imagine, this is a gigantic task that is in front of us. This is also why I offer to any volunteers to step up, we need 3D Artists, Texture Artists, Progammers, Level designer and Sound specialist. There is absolutely no obligation what so ever in therm of time to invest, if you just feel like modeling one gun and then leave, it is all good with us. If you feel like this is a project you like and want more responsability, then that is also totally fine. Everything is to be done, so if you like it, text me, and we will find you a task suited to your skills. If you have a showreel, or example of past work, please attach them to the discussion. Pipeline is as follow : 3D Modeling : 3dsmax or else for High & low poly. (We need high and low poly modelers, I can provide High meshes that just need retopo and UV's) Texturing : PBR Shader Substance Painter & Designer Photoshop Rigging : 3dsmax Game Engine: Epic Unreal Engine 4 I also have a possibility to purchase some good models on Turbosquid or CG Trader, I will activate a transparent paypal microdonation system to help. Everything will help, up to what you can and want to give, 100% of it will be used in the game purpose. This totally optionnal and is basically like a kickstarter to help us shorten some corners. Thanks for your support. =BoB=BreihzoO
  12. damage model/damage chart

    Hi from Aus, I'm looking for the specific values for each bullet speed in the game and the rate of fire for each weapon and their corresponding bullet damage model for each portion of the body aswell as there bullet spread would be good, the reason being for the want of this info is that i want to get real tacticool/better if i ever get into the competitive side of squad, and if in the process helps someone out that would be fantastic. if you have something like the values and charts on symthic.com for battlefield and the other games on there that would be amazing and would be everything i'm looking for. cheers and thanks in advance
  13. As we know, Russian army uses American-made M67 frag in the game, maybe it should be replaced by Russian-made RGD-5 grenade.
  14. Plastic Model Making

    Anyone else here like to make plastic scale models? I'm not one of those pros with an airbrush/compressor and 8000 different special tools, but I really do enjoy making them in my spare time: (1:35) 1944 T34/85 - I tried to make it look like it had recently come out from the factory and hasn't seen much combat yet) (1:35) 1942 T34/76 - Winter camouflage, heavily weathered (1:24) 1994 Toyota MR2 - JDM naturally aspirated 3S-GE version (G-Limited). I painted the engine lid to look like carbon fibre. If you also like to make plastic models please share some pics here!
  15. Background There's been previous suggestions regarding modular vehicle damage and the aspect of disabled vehicles and recovering them. In replies to these threads were good ideas but I wanted to specifically bring one of them to the forefront and combine it with another logical aspect. Practicality & Implementation Modular vehicle damage is a good aspect of gameplay in a 'tactical/realism' arena. It makes for great and varied gameplay options at an individual level and also regarding teamwork. Sadly, one aspect of the destruction process of vehicles is overlooked and it is a personal 'pet hate' regarding computer games: "I've seen that same vehicle wreck 5 times this week in 5 different countries and it was exactly the same each time despite each time it was called by a different class of weapon" What I'm saying is, that vehicles don't explode that much. For example, you might be able to hit an Abrams tank with an RPG-7 7 times and it might disable it or kill the crew but it seems doubtful it would make it explode and be a burnt wreck. Typically, IEDS don't make burnt wrecks either. They tend to disable, penetrate or throw vehicles in a direction. Typically, tank crews bail out of disabled tanks and the tanks don't explode. Solution: The wreck animation and model should only occur in very exceptional circumstances. 'Decals' of penetrations and a smoke plume might be more accurate and the way to identify that a vehicle is disabled. It could further be optimised by ' penetration decals' only appearing at a certain range with detail. This would save the drama and horrible feeling of seeing that same wreck so many times that it's actually regrettable. Possible Issue: Optimisation could be an issue regarding this. I mentioned an optimisation in the solution but what about for when a vehicle of the same type needs to respawn? More shapes need to be drawn on what we hope will be a nicely optimised game. Remove details on disabled vehicle?Delete wreck when it re-spawns?Wreck animation occurs (might be less intense than disabled status vehicle)Other choice or idea
  16. Hi, ive just watched the development build from Bluedrake42's channel and ive noticed that you guys have might have hard edges on every edge on the landscape model. If you just softened the edge via maya or 3dsmax then the landscape wont look so blocky and the lightbaking will look 10/10. Shoot me an email if you want to chat about the edge normals. [email protected]
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