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Ahoj, V létě, ne jenom, že je počasí fajn, ale i modující komunita se nám přináší další Wrench. Možná je venku velmi horko, ale ani to nezastavilo naše modery od práce na jejich úžasných projektech.. Nosná loď třídy WASP a LCAC od Legochiel Legochiel si vybral docela projekt. Dopředu už začíná s námořním vybavením s nosnou loďí typu WASP a udělal velký pokrok. Už se těšíme až uvidíme víc hlavně, když už bude trup nabarvený. Vypadá to, že se rád drží myšlence tématu s jeho nedávnou prací na LCAC (vojenské jméno pro vznášedlo), které taky vypadá hodně slibující. Reskin maskujících setů v Substance Painter od Stom Stom pracuje na tom, aby dal komunitě lehkou a rychlou cestu na reskin hráčských modelů bez únavné práce dělání částí textur a používání kamufláže na správných místech. Připravuje soubory Substance Painter, kde každý může načíst tu správnou texturu, která bude aplikována automaticky. Bocage od bestpony Stanovené ve vymyšlené lokaci, bestpony se snaží zachytit styl terénu nejvíce známý z Normandie ve Francii. Známe z 2. Světové Války jako "Hedgerow Hell" (peklo živých plotů), divoké bojování mezi US a ruskými silami se určitě bude konat ve farmách, městech, točitých silnicíh a neprůstupných keřích. Mód na francouzské zahraniční legie od squadfrance.fr Instantně oblíbený komunitou, moderský tým je obvykle zahlcen otázkami a požadavky o informaci o jejich módu na Squad Community modding discordu. Teď s impozantní velikostí týmu, práce postupuje dobře a my můžeme vidět nové součásti a screenshoty zveřejněny regulérně. Brzy budou sdílet postup na jejich webové stránkce. Lidé, kteří rozumí francouzštině už teď můžou sledovat jejich nedávný postup přes jejich blogy. Tutoriál na Squad frakce od r0tzbua Pokud jste viděli jeho Photoshop šablonu, aby rychle dal US modelům nový vzhled měněním kamufláže na textuře tak možná máte chuť experimentovat s frakcemi v Squad SDK. V jeho novém 35 minutovém tutoriálu se snaží podělit o tom, co našel o nastavování frakcí a udělá to lehké, abyste porozuměli vnitřním pracím a jejích rolích uvnitř Squadu nebo alespoň jednou, kdy se dostanete přes jeho rakouský přízvuk. Khe Sanh bojová základna od Socrates Socrates se spojil s některými modery Vietnamské války a začal práci na mapě obsahující bojovou základnu Khe Sanh, US mariňáckou základnu jih od vietnamské DMZ přes válku. Začal před pár dni a další modeři už pracují na jejím obsahu. Je to naplánované na 4x4km mapu ultimátně zaměřenou na helikoptéry a boje pozemních vozidel. CACTF (Tréninková oblast pro kombinované síly) od wunda CACTF může znít jako hodně ozdobený šálek, ale vlastně to je jenom další vojenská přezdívka, kterou si budete snažit zapamatovat. Nicméně wunda pracuje na 6x6km AAS mapě, která se snaží zachytit fiktivní tréninkovou simulaci mezi US a ruskými složkami ve velké US založené tréninkové oblasti. Už to obsahuje 18 nových budov z betonu nebo znovu navržené nákladní kontejnery a simuluje prostřední Středního Východu Skorpo od Zeno Po první ukázce v květnové edici The Wrench, Skorpo prošlo velkou expanzí s většinou hratelného prostoru vykresleného a pracováno na něm (6x6km). Zaměřený na přenesení autentického norského prostředí do života, Zeno dal opatrnou pozornost do realističnosti rozvržení a dohromady s novými budovami překreslenými z reality v práci ,jediná věc,která chybí pro hráče, bude vůně mořské vody a studený vánek Atlantiku. Zdroj: http://joinsquad.com/readArticle?articleId=192 CZ/SK discord: https://discord.gg/n6VBUZx
09.06.2016 - First edition Modding Community News Introduction Hello and welcome to this new recap article focusing on development in the Squad modding community. These monthly articles will feature and promote ongoing projects that are being worked on by our dedicated and hard working modding community. Modding Hub The Squad Community Modding Hub was created by Zeno and Mitsu back in late December 2015. This was a push from us to create a common ground for all modders in the Squad community, regardless of project size and previous experience. This resulted in a Discord server, that serves as a gathering point for everyone that seek to make Squad greater (again)! Originally we consisted of a handful of dedicated modders with widely different skillsets, ranging from industry professionals to people who had never touched a game editor before. This mix was vital for us, as it allows for a low entry barrier, and also gives the people the ability to learn from experienced users with an high understanding of the different professions of modding. We have also included several highly motivated individuals into our management team, this to create the best experience for you as a modder. As Squad is growing, so are we as a modding community, and the Squad Modding Hub now consist of 1300+ members, all eager to see what the future will bring for Squad Modding. So if you are a person who really wish to have an impact on the future of Squad, by creating the changes and content that will take this game to a whole new level, Join us today! Squad Modding Hub on Discord: https://discord.me/Squadmoddinghub SDK Release and Community progress An first iteration of the Squad SDK (Software Development Kit) was released 20th of April. This enabled the community to access the Squad assets used for creating maps. This instantly spawned lots of new maps and projects, ranging from deep jungles, cold mountains, scorching deserts and dark forests. These projects are now maturing nicely and with the competence level in the community rising, we are confident Squad will have a strong and experienced modding community for years to come. To download the SDK and start modding with UE4 and Squad, go to this thread and follow the instructions closely. SDK Release Thread Mapping With the SDK release focusing mostly on the mapping part of development, we are showcasing some of the amazing work being done by our community mappers. Marv Jungle Map Marv has been hard at work with his latest project, featuring a dense jungle theme unique for Squad. With atmospheric lighting and fog Marv has figured out the perfect formula for an immersive environment. Switcher Operation Dry Harvest Switcher’s Map ‘Operation Dry Harvest’ features a CQB centered map layout that is surrounded by dense forest that allows flanking maneuvers when you’re stuck fighting the enemy in the compounds. AK47 Halo Bloody Gulch remake The remake of ‘Bloody Gulch’ from Halo is AK47 latest project. He combines classic aspects of the map with Squad-esque environments that fit right into the tactical gameplay. Noxxid3 Jala Map ‘Jala’ is definitely one of the more mountainous terrains in this recap, featuring a variety of ridge lines and extremely dense forests. Watch out, there could be an enemy behind the next tree! LMR Sahara 6km x 6km, Sahara Plains Sahara Plains offer wast expanses of desert warfare, with a huge mountainrange stretching across the map, an highway passing through the scorching desert and desert villages with fortifications giving cover from the onslaught. Heavily inspired by the PR classic "Kashan Desert", many players will surely feel right at home in this map. EliteLurker 3 Kings ‘3 Kings’ is as his creator EliteLurker describes a map that is 100% focused on gameplay and designed to feature faster paced combat, while still retaining some of the classic Squad gameplay. EliteLurker has a long history of level designing, so we are eager to see the progress of this map. Igno WIP Forest map, 2x2km, Villages, lakes, Lumbermill. Igno’s Forest Map takes us to very rural areas offering open areas for long range engagements and dense forests that offer natural cover. Blindside Tresenka border - Project Thread Authors Description “It's inspired by most of the Chinese maps in Battlefield games and PR for its visual appearance. But as a larger map, I would like to have quite a few routes to each objective, kind of like mini, or secondary objectives. Large wide open spaces for objectives, surrounded by dense woodland and brush in between the points. But since it is a large map, I want to somewhat condense the area of action to make infantry gameplay a bit more interesting, because large open maps can be quite boring with 10 minutes of running time, then instant death or engaging enemy from extreme distances. Much more vertical gameplay as well, and designing the map specifically with gameplay in mind. To have a large map with large distance between objectives can be boring also so I'm trying to somewhat change that by making lots of ground cover for infantry and kind of "choke points", such as those mountain pathways, and kind of focus zones. while the distances are large, I want there to be a kind of clear objective” BigZ BigZ is working on a european countryside style map, where he wants to encourage fighting through fields and farms. He wants to build it in a future proof way, already thinking about good vehicle play when they eventually drop. OakleyHidef Normandy Oakley Hidef set himself the goal to up his modding by working on a rendition of the french countryside in Normandy. He also joined up forces with Fallen Heroes and is now part of the core team. Sidney Radar Array Model Sydney's massive radar array sure is a landmark that will be interesting to see in future maps. Having learned 3d modeling from scratch, he is setting his sights on definitely some of the “largest” projects currently underway in the modding community. We can't wait to see what more Sidney has in store for us in the future! Modding Fallen Heroes Development Team The Fallen Heroes Team is working hard on producing first person assets with a focus on grenades in the last time. Work continues on bringing the Squad feeling into a World War 2 setting. World War I Total conversion mod McQueen and Sekkyoku101 is working on an exciting new project focusing on rebirthing the battlefields of World War I. This project is still in its infancy, but they are showing great progress towards making an unique and enjoyable mod. Coding Nkey Nkey has been creating something that would offer maps in Squad to use even larger landscapes. He developed code that allows origin rebasing in a multiplayer environment. This might sound confusing to people, but in practical terms it allows the game to create new points in space which upon calculations are made from. fixing the known issues with floating point precision. This will allow Squad developers to expand their maps drastically, as it removes artifacts such as animation issues and scope jittering, currently appearing approximately 3km from the level centre. (noticable at the edge of Kohat for example) This new technique will open up for maps as big as 20x20 km (400 sq/km), resulting in a much more capable engine. Other Karmakut SquadOps SquadOps is the first step to allow Mil-Sim oriented communities to enjoy Squad even more. With predefined objectives and an extensive amount of preperation, planning and well coordinated execution, SquadOps will let military roleplayers and mil-sim enthusiasts feel right at home. Read more about Squad Ops and their mission here: Squad Ops Thread New SDK release and Unreal launcher integration The next step in the modding support for Squad is to release a brand new and much more content heavy version of the current SDK. This version will include all released assets so far, meaning all content that is in the v6 of Squad will also be in the SDK. Another great feature to come with the new SDK launch, will be the integration into the Unreal Launcher. This will allow for automatic updates and a much more streamlines pipeline for modding. It will also give great exposure to Squad Modding, as we are hoping for a large influx of experienced UE4 artists to give Squad a shot with this new integration. That's it for this time! We hope to see many more of you jump into the editor and give modding a try, and we are continuing our unrestricted support for the modding community via both the forums and also the Squad Modding Hub on Discord. Best regards. Zeno - Mitsu - Rotzbua Squad Modding Hub Management Team
August Edition New month, new toys! To start off this month's edition of the Wrench, we can announce that the v7 SDK files have finally been released, opening the possibility for modders to play around with vehicles. This is of course very exciting news, and we can't wait to see what incredible work the modding community can create with these new tools available for them. To download the update for the Squad SDK, open your Epic launcher, go to the “Modding” tab, find Squad in the list, then simply press the big “update” button and let the magic unfold! (be advised though, the patch is very large). Remember to backup anything you may have changed before, the update should not overwrite anything custom you made, but you can never be sure! This month we also have some sexy new maps that are under development, adding to the already rising number of maps in development > Mapping Iron Mountain by American Outlaw & Co Original Thread: http://forums.joinsquad.com/topic/23423-iron-mountain-wip/ Screens: Iron Mountain uses a lot of the same characteristics that old-school Project Reality players will recognise from the original Iron Ridge map: Its steep and rocky ravines, multiple river crossings and expansive tunnel networks. American Outlaw and his brother are putting some real love into this map, and it’s looking well on its way to become a community classic. Kokan by ChanceBrahh Screens: Following the trend of reimagining Project Reality classics, ChanceBrahh has started working on his second map, based on the Kokan area in Afghanistan, with the Kunduz river quietly flowing past. This map features large fields flanked by dense villages and compounds, creating interesting choke points that make any assault a real hassle. Hoʞ by Sajuuk Screens: Sajuuk is hard at work on his new map, Hoʞ. Showing great progress, we can't wait to see what will be coming up for this map, featuring rolling fields, dark forests and farms dotted along the countryside. > Tutorials Axton's Guide to Creating Realistic Terrain for Squad by Axton Forums: http://forums.joinsquad.com/topic/22739-axtons-guide-to-creating-realistic-terrain-for-squad/ Tutorial: This month's first featured tutorial is coming from our very productive community member Axton, who have taken it upon himself to go into the details of his process to make realistic and good looking terrains for Squad. So if you are new to mapping, or not used to Worldmachine, this tutorial will certainly be of great use! Import M4-like weapons into the SDK (and reuse the M4 animations) by r0tzbua Tutorial: https://www.twitch.tv/r0tzbua_at/v/83241775 Got that beautiful AK-5C model lying around? Or the tacticoolest M4 on the planet? In this guide you’ll learn how to get those weapons which can reuse some of the already available animations into the SDK. Featuring a SIG550 model by Krycek from gamebanana.com To wrap it up The modding community is thriving, and with the newest version of the SDK released, we are waiting in excitement for what will be next to roll out of our modder`s workshops. What we in the Modding Hub management would love to see in the coming time though, is for more people to take action and help out the community with some quality tutorials. This will ensure the barrier of entering the modding scene to be even lower, resulting in more content, and also increasing the overall quality of the mods. So if you have something you know and excel at, don't be afraid to share it with the rest of the community, either by videos or written tutorials. Until next time! Best regards, Zeno - Mitsu - r0tzbua With the help of Igno, P1nga and Assifuah. Squad Modding Hub Management Team
July Edition Introduction >Things are shaping up! Welcome back to another update from the Modding Hub community! With so many new community members getting into modding and industry veterans stepping in to create high quality content for Squad one can say that modding for Squad is shaping up nicely. Over the last couple of months we have seen many great projects and a lot of new talents showcasing their work on our Discord server and the official forums. Now it’s time again to recap the last month and see what the community has been up to. Before we celebrate the awesome content some of you guys have created we’d like to thank each and every community member for their continuous support, whether it be helping out new guys to get started or share experiences with like-minded modders. Also a huge thanks to the Developers for stepping in and explaining details and giving guidance when it was needed. It is great to see that the community and the Devs are working hand-in-hand to make Squad an even better game than it is now. Community Projects >Tutorials Official Weapon Exporting & Animation by Chuc “Hi modders, Chuc here. In this series of tutorials we'll be exporting weapons and animations from specifically 3DSMAX, and learning how to set up a typical weapon using the current system available in the Squad SDK. Going into the future as Weapons themselves are given a rewrite, as well as changes to the animation system get launched, the methods and specifically authoring will need to change. But just for now if you are really keen on seeing your weapons perform in-game and using the current system, please follow this guide.” Chuc, the lead animator at OWI, has been kind enough to create a weapon exporting and animation tutorial which will help you export and set up your weapons correctly within the Squad SDK. It’s highly detailed and full of examples / screenshots! A big thank you to Chuc! Forum Link: http://forums.joinsquad.com/topic/22572-tutorial-weapon-exporting-animation/ Community Projects >Total Conversions Post Scriptum by Periscope Games “Post Scriptum is a WW2 modification for the acclaimed tactical shooter SQUAD. Players will relive the events of ‘Operation Market Garden’ across the fields and towns of Holland. This massive Allied assault consisted of a coordination of the British and American Airborne to capture key bridges while the British XXX Corps moved to reinforce them through Highway 69.” http://postscriptumgame.com/what-is-post-scriptum I think it’s safe to say that Post Scriptum: The Bloody Seventh looks amazing. The visual fidelity of the WW2 assets is absolutely astonishing. It’s safe to say that we can expect great things coming from Periscope Games who are known for working on quality games and mods such as Project Reality, Traction Wars, Day of Infamy and Invasion 1944. There are so many screenshots these guys provide on the website that The Wrench would explode. So please check out their website to keep track of their progress. In the meantime, enjoy this wonderful trailer. Trailer Link: https://www.youtube.com/watch?v=W24njMwPkCM Community Projects >Blueprints Arsenal by Dealman “This is a little something I've been working on while needing a break from studying. With the release of V7 I was kind of bummed out that we couldn't really try any of the new weapons in the firing range unless we kept changing maps. So I decided to download the Squad SDK and try and implement a kind of arsenal allowing you to equip any weapon you'd like with ease. The interface is but a placeholder, this is a very early WIP and I'm not very good when it comes to interface design to begin with. I'll be looking into changing the way it works so instead of having multiple M4 entries, you'd have one for the M4 with its various configurations. Same for example the RPG-7, you'd select RPG-7 and then you can choose either ammo.” What a great addition by Dealman, I certainly hope the devs look into integrating this feature in someway! Preview Link: https://www.youtube.com/watch?v=YJWdMZiNTYM Community Projects >Factions KLMK Uniforms by Marv Marv is bringing back one of the most classic Russian camos known to men. With more content like custom headgear coming, the KLMK camo will be a great alternative to the Digital Flora we have in-game right now. Community Projects >Maps Al Basrah Remake by ChanceBrahh As teased by Chance himself, he has been working to get the beloved Al Basrah map from Project Reality to Squad. It is safe to say that his progress is amazing. The variety of the map allows a multitude of gameplay options. Whether it be firefights in open fields or clearing the main town from bad guys, in Al Basrah there’s something for everyone. Forum Link: http://forums.joinsquad.com/topic/22225-al-basrah-squad-remake/?page=2#comment-245368 Normandy Map by Oakleyhidef We’ve already seen the great progress Oakley has made over the past couple of months. This time he’s showcasing his new Landscape Materials as well as his new Fog Settings to even create a more immersive environment. Island Environment by Marv Marv has been working on a Pacific Island map that includes abandoned buildings and planes from World War II. 3-Kings by EliteLurker EliteLurker is back to show some more progress on his 3-Kings map. It’s safe to say that his map is shaping up nicely! Album Link: http://imgur.com/a/c3OAI Kunar by Axton With Kunar, Axton is really pushing the limits of Mapping. Ranging over 64km2, or 8km x 8km, Kunar takes scale to a whole new level. Squad Modding >Getting Started Guide If you are new and want to get started with modding Squad, you can read the guide below! To get the official Squad SDK release please view the step-by-step guide down below. Beware that you now don’t need to download any Unreal Engine version before hand because the SDK already includes the current engine version the game is running on. How do I get involved in the modding community for Squad? These are the very first steps you will take to join the modding community of Squad! Head over to https://www.unrealengine.com/ and then click the big blue button titled “Get Unreal”. Register and create your Epic Account. Download the Epic Games Launcher / Unreal Engine 4. Download the Squad SDK located in the “Modding” tab on the Epic Games Launcher. Recommended: Join us all at the Squad Modding Hub over on Discord: www.discord.me/SquadModdingHub You will be able to communicate with fellow modders, ask for help, discuss mods, share ideas as well as interact with the developers of Squad itself! However, please don’t view the latter as an opportunity to swamp the developers with game ideas and what they should do with their game etc, this is a relaxed environment and such ideas should be submitted through the proper channels such as the Suggestions section on the official Squad forums! Notes: When you first launch the Squad SDK it will take a fair amount of time to initialise / compile all the information in order to run the editor. This typically takes anywhere from 10 to 30 minutes and has taken even longer in some cases, it varies depending on your system specifications. Please ensure that you are patient and wait it out! What do I want to do? As you may have noticed, Squad is a huge game in terms of variation in content ranging from weapons, characters and vehicles to larger scale elements such as environments. All of this content requires knowledge that can span several disciplines as well as proficiency in external software such as 3D modelling packages (Autodesk 3DS Max, Blender, ZBrush etc) and common game art / design guidelines. There is a lot to do in the Squad SDK and making the decision of where to start can be the most difficult one, especially for a person with lots of ideas in mind. Personally, if you are someone who has no prior experience in modding or has no game development related knowledge at all, I recommend jumping into the editor and messing around with it for an evening or two to settle down and gain an understanding of the UI and navigation. Explore the existing content for a while and once you’re comfortable enough, you can start deciding on what you would like to sink your teeth into! Ask yourself what you want to create. Chances are, if you’re being realistic, you can bring whatever idea you have to Squad! Do you want to see different weapons, more attachments, whole factions, various maps that can be fictional or fully based on real world locations, a more in depth medical system or even create your own style of emplacements to build? What do I need to learn? In this section I will talk about some of the knowledge you should seek to acquire in order to create the quality content you want to see in-game. First off, to keep it really simple, I will split us all into three major disciplines and note down what they should be looking to learn and what additional software they may need. Please keep in mind that you do NOT need to learn everything, especially if you’re working with a team that has members with knowledge of different areas. It would certainly help, but don’t be pressured to learn it all. Not to mention there’s a lot of helpful people ready to guide you in the Squad Modding Hub on Discord! Artist Autodesk 3DS Max & Maya, Blender, Pixologic ZBrush, World Machine, Substance Painter & Designer, Quixel SUITE, Photoshop 3D Modeling Texturing (PBR) Animation Lighting Material Editor in Squad SDK (Unreal Engine 4) Designer / Mapper Unreal Engine 4, World Machine Level Design Theory / Principles Creating basic landscape materials (Unreal Engine 4) Landscape Tools in Squad SDK (Unreal Engine 4) Foliage Tools in Squad SDK (Unreal Engine 4) Programmer / Blueprints Unreal Engine 4, Visual Studio C++ Blueprints in Squad SDK (Unreal Engine 4) Experience with other Scripting Languages helps All of the software, techniques and knowledge listed is available out there on the internet. Unreal Engine has a vast level of official documentation, artists can find lots of creative tutorials on YouTube for free, designers and mappers have a lot of official Squad content to learn from and explore and programmers and people looking to get into anything technical have the same. That's it for this recap. We hope that you enjoyed the content and will visit the Squad Modding Hub to join in on the fun! Squad Modding Hub: DISCORD LINK Best regards, Zeno - Mitsu - R0tzbua With the help of Igno, P1nga and Assifuah. Squad Modding Hub, Management Team
June Edition The heat is on Welcome back to another update from the Modding Hub community! Summer has definitely arrived, and with it, fresh content from our dedicated band of modders. Speaking of Modders, the official Squad Modding hub is growing ever stronger, with plenty of new members joining every day, seeking help and guidance, and we will be there to help them out. So this is definitely the right timing to jump into the editor and start learning, because you will also have a 1800+ member strong modding community that will help you along the way. Squad SDK is now available on Epic Games Launcher Thanks to the outstanding support of the Squad developers and our friends at Epic we can now enjoy modding even more. You now have the chance to download the official SDK release through the Epic Games Launcher. This will allow the developers to push their latest content to the SDK and let modders automatically update their SDK to the latest version. To get the official Squad SDK release please view the step-by-step guide down below. Beware that you now don’t need to download any Unreal Engine version before hand because the SDK already includes the current engine version the game is running on. Migrating previous content to the new SDK Migrating your content you’ve created in the previous version of the SDK should work fine. To do so, open your old project, right click the contents you want to migrate, select Asset Actions and then Migrate from the context menu. You’ll now be prompted to add or remove related assets and then select the destination where you want to migrate to. Make sure your relative file paths are the same, meaning that the folder structure should be the same as in the old project. You may run into compatibility issues or your merge might be faulty, so it’s best to make a backup of your content before merging. Documentation on Migrating Assets How do I get involved in the modding community for Squad? These are the very first steps you will take to join the modding community of Squad! Head over to https://www.unrealengine.com/ and then click the big blue button titled “Get Unreal”. Register and create your Epic Account. Download the Epic Games Launcher / Unreal Engine 4. Download the Squad SDK located in the “Modding” tab on the Epic Games Launcher. Recommended: Join us all at the Squad Modding Hub over on Discord: www.discord.me/SquadModdingHub You will be able to communicate with fellow modders, ask for help, discuss mods, share ideas as well as interact with the developers of Squad itself! However, please don’t view the latter as an opportunity to swamp the developers with game ideas and what they should do with their game etc, this is a relaxed environment and such ideas should be submitted through the proper channels such as the Suggestions section on the official Squad forums! Notes: When you first launch the Squad SDK it will take a fair amount of time to initialise / compile all the information in order to run the editor. This typically takes anywhere from 10 to 30 minutes and has taken even longer in some cases, it varies depending on your system specifications. Please ensure that you are patient and wait it out! What do I want to do? As you may have noticed, Squad is a huge game in terms of variation in content ranging from weapons, characters and vehicles to larger scale elements such as environments. All of this content requires knowledge that can span several disciplines as well as proficiency in external software such as 3D modelling packages (Autodesk 3DS Max, Blender, ZBrush etc) and common game art / design guidelines. There is a lot to do in the Squad SDK and making the decision of where to start can be the most difficult one, especially for a person with lots of ideas in mind. Personally, if you are someone who has no prior experience in modding or has no game development related knowledge at all, I recommend jumping into the editor and messing around with it for an evening or two to settle down and gain an understanding of the UI and navigation. Explore the existing content for a while and once you’re comfortable enough, you can start deciding on what you would like to sink your teeth into! Ask yourself what you want to create. Chances are, if you’re being realistic, you can bring whatever idea you have to Squad! Do you want to see different weapons, more attachments, whole factions, various maps that can be fictional or fully based on real world locations, a more in depth medical system or even create your own style of emplacements to build? What do I need to learn? In this section I will talk about some of the knowledge you should seek to acquire in order to create the quality content you want to see in-game. First off, to keep it really simple, I will split us all into three major disciplines and note down what they should be looking to learn and what additional software they may need. Please keep in mind that you do NOT need to learn everything, especially if you’re working with a team that has members with knowledge of different areas. It would certainly help, but don’t be pressured to learn it all. Not to mention there’s a lot of helpful people ready to guide you in the Squad Modding Hub on Discord! Artist Autodesk 3DS Max & Maya, Blender, Pixologic ZBrush, World Machine, Substance Painter & Designer, Quixel SUITE, Photoshop 3D Modeling Texturing (PBR) Animation Lighting Material Editor in Squad SDK (Unreal Engine 4) Designer / Mapper Unreal Engine 4, World Machine Level Design Theory / Principles Creating basic landscape materials (Unreal Engine 4) Landscape Tools in Squad SDK (Unreal Engine 4) Foliage Tools in Squad SDK (Unreal Engine 4) Programmer / Blueprints Unreal Engine 4, Visual Studio C++ Blueprints in Squad SDK (Unreal Engine 4) Experience with other Scripting Languages helps All of the software, techniques and knowledge listed is available out there on the internet. Unreal Engine has a vast level of official documentation, artists can find lots of creative tutorials on YouTube for free, designers and mappers have a lot of official Squad content to learn from and explore and programmers and people looking to get into anything technical have the same. Brazilian Army Community Faction One of the first Community factions to be announced is the Brazilian Army. This team is being lead by Sshadowfox and is set to definitely add a very exotic flavour to the Squad universe. Their main focus at the moment is to create a unique set of environmental assets that will teleport you from the current open hills of Kohat to the lush rainforest of the Amazon. This is an ambitious project with an unique and exciting goal, so they will need all the help they can get. If you are interested in helping the Brazilian faction become reality, please follow the information below. Join their discord here: https://discord.me/ForcasBrasileirasSquad Winter Airport Marv has been busy at work this month also, and have gone from tropical forests to icy tundra. The map in the images below is based on a eastern european airport covered in deep snow, also featuring a total reskinned eastern European faction to go along with it. We are all very excited to see the coming of winter map, and looking forward to see the progress ahead. Name: Góra Size: 8x8km Creator : LMR Sahara A mountainous European map with two lakes, villages, and dense forests. There is a road going up to the Mountain in which there is an active Military outpost, and a Historic castle with abandoned bunkers. You can lurk through the remote forests and you may be surprised with who, or what you may encounter. Name: Forgotten Forest Theme: Foggy, Eerie and abandoned Creator: Igno A scenic map that features Villages, a scenic lake and beautiful forests, get your woodland camo on for this one. To finish up this months recap we have two more “4 teh lulz” videos that shows off some of the more funny things you can do with the SDK. Jonpas and his Banana grenade for scale And The Salt and his prototype for Squad: Farming simulator 2016 That's all for this month, make sure to check in to the Modding Hub for all your modding needs, and we will see you in the next edition of The Wrench! Squad Modding Hub: - Discord link - Best regards. Zeno - Mitsu - Rotzbua With the help from Igno - Assifuah - P1nga Squad Modding Hub Management Team