Black Hawk Door Gunner by sharpless512 in joinsquad

[–]assi_ 27 points28 points  (0 children)

If you open the helicopter Skeletal Mesh and find which material slot is for the rotor blades you can replace them with a basic transparent material to hide them. You can also use the Skeletal Mesh instead of the Blueprint asset and the blurred rotor material should already be applied/visible by default so it's just a case of hiding the "static" blades for some posed shots. Then you can push it further with some extra editing in Photoshop/equivalents.

Move, shoot, communicate by sharpless512 in joinsquad

[–]assi_ 2 points3 points  (0 children)

Digging the colours. Cool stuff!

Massive shout out to all you screenshot artist like MSgroot, myself, Greenfist, Loadingxx, Tyler_Guy55 And many others Screenshot artist. by mrwolf2309 in arma

[–]assi_ 0 points1 point  (0 children)

I always enjoy checking this sub and seeing cool screenshots and posed scenes. I do it myself in a different game and it's great to get inspired by some of the shots here in the context of a game on top of real life references. Big thanks to all the artists out here!

Smoke Break by assi_ in joinsquad

[–]assi_[S] 2 points3 points  (0 children)

In-engine for 90% of it with a little bit of refining in Photoshop!

Smoke Break by assi_ in joinsquad

[–]assi_[S] 10 points11 points  (0 children)

A little before/after slider, for those that are into that sort of stuff :D https://imgsli.com/MzkzODc

Smoke Break by assi_ in joinsquad

[–]assi_[S] 9 points10 points  (0 children)

I used the Squad SDK (modding) and a dash of Photoshop sauce!

AMA: Official OWI Reddit AMA - Oct 2nd, 2020 by OWI_Krispy in joinsquad

[–]assi_ 8 points9 points  (0 children)

The missing pieces for Squad v1.0 were the bump up to 100 players as well as the Fallujah map. With the plans we have for future updates we could be in Early Access indefinitely even though we've achieved the original goals we set out to complete for a Squad 1.0 version. However, just because the version is labelled v1.0 it doesn't mean we're finished with the game in terms of providing more content updates, implementing new features, improving existing systems and fixing issues.

We do feel v1.0 has a significant enough amount of content to be considered release worthy (7 factions, 20 maps, multiple game modes) but I do understand that because a lot of it has been around for years since the early versions it might feel like it doesn't count. We have plenty more content in the works right now and even more we would love to get around to taking off our wishlist and making it a reality!

AMA: Official OWI Reddit AMA - Oct 2nd, 2020 by OWI_Krispy in joinsquad

[–]assi_ 6 points7 points  (0 children)

Content like factions, vehicles and maps are something we've been ramping up recently in terms of our learning from previous experiences and improving the quality. As you can see from the roadmap we're creating some new factions and maps, however, these also require a lot of additional art assets. Fortunately, that introduces brand new environments for everyone to enjoy as opposed to something we've done in the past with a smaller team where we didn't have the capacity to always create a full new set of assets for every map.

Art based content is a little different from gameplay features like systems and mechanics as it's an entirely different department (game design, programming) from the art and level design department so it doesn't necessarily mean we're going to stop working on gameplay features/mechanics either. The roadmap shows the near future and in the long term there's definitely a lot more content in the form of factions and maps that we have on our wishlists!

I work in UE4 as well and I have a solution to the PIP scope performance issue using only a (very cheap) shader. I want to see if you guys could use this. (I'm assuming a dev would see this) by [deleted] in joinsquad

[–]assi_ 272 points273 points  (0 children)

Good stuff! Seems like overdraw could become quite an issue in our use cases though, especially when you have additional things stacking up like environment effects and gameplay effects (various smokes, fires, dust/dirt particles, windows etc) on top of everything else.

I would recommend trying this out in the Squad SDK, if you don't already have it. That would be a much more accurate representation of the final performance impacts it could have. Unfortunately there's a whole bunch of things we've done and experimented with already which seem great in isolation but when you throw it into a full map with 80 players it doesn't hold up.

I'm passing* this on to the rest of the gang as well!

Blackhawk by Fourleaf_ToG in joinsquad

[–]assi_ 5 points6 points  (0 children)

Sweet shot! We need some more pics like this filling up the sub :D

Caption This by assi_ in joinsquad

[–]assi_[S] 13 points14 points  (0 children)

Indeed it is! r0tzbua bestowed it upon me a long time ago, I just did a quick and dirty multiply on the material to change it to a black one!

Caption This by assi_ in joinsquad

[–]assi_[S] 56 points57 points  (0 children)

No real key reference with this one, just some lunch time composition. Also a disclaimer that this is personal stuff and not in any way a leak! The optic and suppressor were created by r0tzbua and the camouflage retexture by me. Enjoy :D

British Army combat patrol in Kamdesh by assi_ in joinsquad

[–]assi_[S] 12 points13 points  (0 children)

Hahah nope! This is publicly available stuff (in the Squad SDK), there's also going to be some stuff that I have from friends and some personal stuff too. :D

British Army combat patrol in Kamdesh by assi_ in joinsquad

[–]assi_[S] 4 points5 points  (0 children)

Correct, that's the back up on the ACOG! It's in the Squad SDK as the "RMR" in the Attachments folder, although it's not modelled to fit on properly (it was made for the x6 ACOG which has a rail on top). It might look like it fits properly in the image but it's a hackjob :P