branchrust_reboot/main/monument_lighting_upgradecancel
57 Commits over 89 Days - 0.03cph!
Updated watchtower prefabs to use new material variants / tweaked LOD textures to match
Airfield material tweaks / office_bld_a_ext mesh fixes / concrete_f and concrete_h texture variants
Updated dirt_stains_leaks texture
Updated pipelines textures and materials
Updated metal_panels_c textures and materials / Added new metal_panels_c texture variants
Updated metal_panels_d and corrugate_d textures and materials
Lighthouse material tweaks
Reorganized airfield lights
Added light switches to airfield
Launchsite decal fixes
Replaced warehouse lights with a new setup
Added some new lights in space offices in areas that had none
Moved some office lights around to prevent bleeding across walls
Airfield lighting and material tweaks
Added new key lights to arctic base
Added fill lights to arctic base exteriors and interiors
Made arctic base environment volumes darker
Added environment volumes to snowmobile garages
Tweaked some materials
Switched shadow proxy layers on arctic base buildings to World in order to get correct cubemap reflections
Fixed a flashing light in the stables
Arctic base lighting progress
Fishing villages lighting and bounce lights
Material tweaks and color correction
Stables environment volumes and lighting tweaks
Added environment volumes to fishing villages
Scene2prefab
Color corrected excavator and diesel engine LOD textures
Tweaked some of the commonly used textures that were either too dark, too saturated or had too much contrast for the sake of consistency across different lighting conditions
Tweaked materials used in the excavator monument
Slightly tweaked biome postprocess profiles / unified black levels across all biomes to prevent them from being crushed in dark areas / slightly lowered gamma to compensate
Moved lighthouse props and lighting into prefabs for future merge
Fixed some lighthouse materials
Moved excavator props and environment volumes into self contained prefabs for future merges
Added environment volumes to the excavator and darkened existing ones
Added always on ambient lights to the excavator core
Tweaked excavator shadowproxies to allow sunlight into the core
Added more prop dressing and junk to the core interior
Added a green material variant for the fuel tank to match the diesel engine
Airfield increased view distance of exterior fill lights
Reverted decal materials to use transparency instead of cutout
Color corrected some materials
Lighthouse interior lighting and environment volumes
Material tweaks
Added some additional dressing
Fixed shadow proxy issues in airfield
Airfield polish
Fixed shadow proxy issues on hangar doors
Manually fixed alpha on watchtower and offices LOD textures to help with shadows
Reduced glossiness of the shipping containers
Other small fixes
Airfield lighting and dressing polish
Added overgrowth and small junk to the hangars
Added point lights near entrances to prevent exteriors from looking too dark
Removed crew cabinet light overrides from arctic base prefabs
Updated crew cabinet lights / reduced radius settings to prevent lights from bleeding through walls
More progress on airfield lights and dressing
Tweaked radius, range and distance fade settings for all ambient lights
Tweaked intensity of some of the interior key lights
Made exterior lights turn off during the day
More tower dressing
Airfield towers dressing progress
Added emissive and lights to control panel prefabs
Airfield lighting progress
Airfield interior prop dressing progress
Airfield lighting progress
Made Building environment volume slightly darker
Bandit town lighting update
Added environment volumes to all buildings and the dredge
Tweaked some of the lights
Scene2Prefab
Environment quality changes / Made BuildingDark slightly darker
Gas station and warehouse scene2prefab
Gas station and warehouse lighting upgrade
Added environment volumes to make everything darker
Added new light prefabs
Replaced old portacabin in the warehouse
New materials for gas station interior
New plaster_d texture variants (red and blue painted strips)
Environment quality update / Made BuildingDark volume slightly darker
Supermarket lighting tweaks and fixes
scene2prefab
Small adjustments to light prefabs used in the rocket factory and office buildings
Set office environment volumes to BuildingVeryDark
Replaced old portacabin prefabs used in the launch site with updated meshes
Rocket building windows prefab update
Fixed broken floor material on old portacabin meshes
Did some glass hacks to make it look less broken
Added a custom shadowproxy mesh for rocket factory exterior to get rid of light flickering through subpixel gaps
Replaced decal material on the rocket used inside the rocket factory with a cutout material
Updated launchsite scene with new lighting prefabs and deleted old ones
Deleted a bunch of props hidden underground