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Showing results for tags 'textures'.
Found 14 results
TheSquidhunter posted a topic in Hardware Tech SupportSo, I very recently got this game, and I started playing with a friend. The first match we played ran smoothly with 50-60 fps on medium - high-ish settings. However, the second match, upon loading a (What I assume must be) much larger map, crashes to desktop with the error "Out of video memory trying to allocate a texture! Try lowering the resolution and closing any applications that might be running. Exiting..." - This happens seemingly at random, sometimes it loads a map and runs for about 5-10 minutes, but most of the time it crashes immediately upon getting the "Press ENTER to deploy" prompt. Empty servers do not seem to present such issues unless it is on (I presume are) the largest maps. I don't understand why this is happening, as I played the game a couple of years back on a free weekend with no issue, and I meet the minimum requirements for the game. Even at the bare minimum settings (At 1080p), the game will crash, usually taking steam and/or discord down with it. My Specs: NONE OVERCLOCKED: EVGA GTX770 2GB VRAM i5 3330 @3.3GHZ 12GB DDR3 RAM My logic being that if it can run arma 3 on medium at 1080p with 120+ people on, it should be able to run this no problem (As it does, even on high, whenever it doesn't straight up crash) I've tried: Updating graphics drivers (Which I did anyway to play Monster Hunter World) Lowering the settings (Not resolution, because I find it very silly that I would need to play at less than 1080 when this is not a demanding game at all) to absolute bare minimum (Didn't change much except getting 70-90 fps when the game doesn't crash) Verifying integrity of game files (All correct, was a fresh install anyways) Clearing up disk space (Yeah so upon looking it up this fixed stuff for a lot of folk, didn't for me) Disabling both discord and steam interfaces (Nada) I would love to play this game, because there are a myriad of features I enjoy in it. However, I feel that either the minimum requirements are underlisted, or that this issue has not been prevalent enough to be permanently fixed. Thanks for reading this far, and I patiently awake a response.
At the present all building no matter what type of damage they take always look pristine. Is there a way of getting some post processing on the buildings to show they have taken damage. Not destructible as has been discussed, but maybe post processing in to change their look. Or would this be too intensive. Having progressive damage maps over building changing the battle could be excellent.
I would really appreciate some finishing help on my tall 3D apartment building now, trying to get the stairs to the roof fixed (after that I'll try to add textures, 3d objects in rooms etc.). Almost all apartments complete, should pretty much only be few doors and windows missing (I can finish all windows/doors, but if you want to do it, please make it precise, compare it to the existing heights/values of doors/windows. Several of the values of the house are even after german industry standards lol I looked up some values on internet) Here you can access it via TinkerCAD (I made a private backup ofc) or you can download the .OBJ file here: https://ufile.io/22e301 TinkerCAD direct access here (free autodesk account required): https://www.tinkercad.com/things/ceERKh2TKIG-house-3-rich-basement-stairs/editv2?sharecode=4DLfWKNtrSbXf9rV-Ds0j7bQjSEemZBY_4TgGVNolw0= click here for free 3D view, walls made invisible for view (Sketchfab): -> -> -> -> -> -> https://skfb.ly/66oDY <- <- <- <- <- <- And ofc. we will share credits for this asset (I have an idea for an easteregg in the texture ) Setup will probably be like "as war started, all citizens abandoned the house and only left few things in it" (big furniture), also I'd say 5-10 apartments totally empty, like they hadn't found tenants yet. Each aparment will have small bathroom, small kitchen and bedroom (just like my old apartment had lol). WIP screenshot (not latest):
Hawx04 posted a topic in Software SupportHello, I noticed problem with the grass of the fields and trees textures, just got a new PC and the game is pretty much on "epic" settings and runs perfect but have tried to fix this with all types of graphic combinations, nvidia control panel settings etc and cant fix it, not sure if is it me, the game or everyone else have this issue too, here is a video (the yellow grass fields if I respawn or go far and come back is loaded but still annoying to see that pixels the first time I approach it). If anyone knows anything I can try please tell me. https://www.youtube.com/watch?v=xUMZqgmH3_A&feature=youtu.be My specs: I5-4460 3,2Ghz Gtx 1060 6Gb DDR5 RAM: 16Gb OS: Windows 10 Home
I've seen some topics around talking about grass, but I wanted to mainly give some feedback about landscape and I hope devs will take it better than in other cases .. Right now the landscape/terrain doesn't look that interesting , I noticed it's mostly just 1 layer especially in the older levels. Since You have 20 developers and some budget I take it that there is someone responsible for the art side of the game I imagine performance plays a big role and it's propably best to avoid using more layers/texture samples that are not really needed, but it would be nice to either rework base materials or just put in some macro texture to break down the dull surface. As visible above , the terrain materials are pretty dull together , cliff material isn't too good either. About the grass it looks like they don't have proper vertex normals (will help with grass blending, won't stand out that much) and it's not just colour issue (just a guess). You can also make use of material instances for the grass colour with close to no performance impact and have them matching the terrain with more control. My overall suggestion is , it would be nice to have terrain materials reworked , make use of PBR and power of material editor within UE4. Give substance designer a try, it will allow you to make quick procedural PBR materials Also good work and congratulations on making a working base game , I am really looking forward to updates. I hope someone will read it. Regards, Michal
Hey all, just some background, I am an aspiring Modder who dabbles with the TES community, and I am an avid FPS'er. I recently ran across the Unreal Engine 4 and am pretty impressed with its capabilities. I am new to it but would like to learn it. Does the Squad dev's require 3D modelers? If so, It would be an incentive for me to learn the program and contribute. It may take some time to get a hold of, but I have a somewhat basic understanding of 3DS Max and photoshop and can probably help. If only to say i helped with a game Anyways, any answers are appreciated, thanks.
Results45 posted a topic in QuestionsFor those of you that don't know me, I'm Results45 (Results for short). I've only made 9 posts and started 1 topic ("Meet the Developers!"), but what surprised me was how readily you guys supported and engaged in discussion. The reason for my surprise is that I've been heavily involved with the game War Thunder for the past 3 years of whom Gaijin's developers take little effort (such like this) to actively engage, consult, and gain feedback-support from their players. Before I get to asking my first questions, I'd like to share a bit about myself. I'm a student on the West Coast (USA) and have been playing aircraft and combat vehicle simulator games since I was seven (I guess Command & Conquer doesn't really count, but to me it's still one of the best RTS games out there :.P). Some of my other hobbies include biking, hiking, web design, cooking, sketching-out invention ideas, reading adventure fiction, and going to the movies & bowling with my friends. Speaking of gaming, I've been involving myself with War Thunder and its active forumbase for the past 3 years. And to distill down to basic terms what War Thunder hopes to achieve by release (hopefully around 2020) is an E-rated, non-FPS combined-arms game (air/land/sea vehicles) that caters epic open-world WWII/early Cold War campaign gameplay to both arcade-style players (from Armored Warfare or Wargaming's WoTs & WoWs) and die-hard simulator fans alike (from Microsoft FSX, DCS World, Steel Beasts, and Steel Armor). This is exactly what Squad (your game) aims to achieve in bridging the gap between unrealistically paced arcade shooters like Call of Duty and ultra-complex sims like Arma III through definitive team-oriented gameplay. This is where my questions about Squad start surfacing ;.) 1. While Wargaming and Gaijin focus much of development in game content & features, you guys at Offworld shine in prioritizing cooperative teamwork and building great gameplay. Are there plans for a wide selection of aircraft, AFVs, supply-support vehicles, and watercraft as well as large-scale or open-world campaigns once the basework of team-dependent gameplay mechanics are largely completed? 2. Will any game-modes like "campaign mode", "quick battles", "squad-league tournaments", or "Fantasy Skirmishes" be introduced? 3. Knowing that Squad is still in its early stage(s) of development, will surface textures, weather effects, lighting, and sky rendering improve to feel relatively more photorealistic? Squad Gameplay footage in max/ultra quality --- Desert Landscape & Scopes --- Night Battle --- Ultra Setting w/ vegetation environment Compared closely with the level of graphics realism of other AAA and UE4 games (i.e. Ground Branch, Escape Form Tarkov, and War Thunder), Squad honestly appears at first glance to be ARMA III on steroids. I think your game coupled with the UE4 capability deserves to have graphics realism and time-of-day gameplay kicked up a notch. Example for Question #1 Examples (I focused on question #3 because I have more to demonstrate for it -- the first two are still just as important to address): Ground Branch Escape From Tarkov: War Thunder: BONUS: On a closing note, I really appreciate everything you've already made this game to be because it's closely team-oriented co-op gameplay all the way (relatively uncommon among 1st/3rd-person tactical shooters) that should only get better and better from here on out. Plus, I'm really excited to get into playing Squad and supporting you and your work in the coming months. Seize the Day and keep-on grunting, Results45
Hi, i have a big problem with game, squad looks like shit: http://images.akamai.steamusercontent.com/ugc/273970711320856734/216B18254DAFF9C805092F30961087CAC17F8640/ http://images.akamai.steamusercontent.com/ugc/273970711319285685/18F5BF6E3E743D2447F0E88538AB22CB2224060E/ http://images.akamai.steamusercontent.com/ugc/273970711320872627/E2687FE60C1BBBA6954720532982B6A9B05358CF/ http://images.akamai.steamusercontent.com/ugc/273970711320879909/E0B7B9D3209C1DF35A65C758C2C873519C1E19CC/ (CS 1.6 looks better) There is no diference betwen EPIC or LOW settings. How to slove the problem ? (other games looks good, Arma 3/BF4/Ro2
I played a game of squad with some friends earlier this week and noticed the textures in the game didn't load correctly. From the look of other players, to the map, everything looked muddy. Is this an existing issue or is anyone having this problem? If so, I apologize in advance. Here's the link to what I'm talking about. https://www.twitch.tv/mazing87/v/62140111 My specs for my system are: i5-4690k H105 liquid cooling GTX 980ti 6gb vram 16gb memory 120gb SSD 3TB HDD 650w PSU
Wood is never consistent, so I'd like to see some variety in the colors of wood for the AK's and RPK's, etc... I'd understand if this were low in the priority list because I don't feel like wood would be easy to texture. Yes, I'm saying that because THERE IS ALWAYS THAT ONE GUY IN THE COMMENTS... As you can see, the AK-47S has much lighter wood than the AKM and Type 56 below it. These insurgents have very dark-almost black-wood on their AKM's.
Djmastas posted a topic in Software SupportHi Guys, Sorry if this has already been mentioned, tried the search but only found posts dating back a while. Since new update (Alpha 5), certain textures are not loading properly & stay "basic", low res for the entire game. Other textures actually seem to DE-load & change from full res to low res, and as I move the camera around certain textures get worse & some get better, its very distracting lol I have a 1gb R7 260x graphics card & have always had my vram setting set to 1gb with no problems at all. I verified cache, etc & changed various settings in game, non of which helped, but if I set my vram setting to 2gb, suddenly all the textures load & the problem seems to go away. I have now left the setting on 2gb but would like to know why 1gb no longer works since update? Anybody else getting this issue?