userDamian Lazarskicancel

2,029 Commits over 2,800 Days - 0.03cph!

1 Year Ago
Updated names of the CCTV cameras Added new camera that allows you to see the exit from a different angle Added interior lights to some exterior buildings Added light poles near chainlink gates to further highlight the entry points at night Added a light near the exit to help with CCTVs at night Scene2prefab
1 Year Ago
Updated exit puzzle to require only a button Moved keycard reader to the top and tied it to opening the bunker hatch Added a new CCTV camera pointing at the exit Added a static computer station to the security room (needs some improvements) Created a new material for the small mesh paths that looks less repetitive and intense Reorganized exterior lighting and added Light Group At Time script to disable some lights during daylight Scene2prefab
1 Year Ago
Added small geometry paths within the base to make them clear on all all seeds regardless of splat Tweaked the Building topology and painted it under the watchtowers Scene2prefab
1 Year Ago
Changed the layer of one of the lights used in NMS to Default instead of World to stop emissive from blowing up the cubemaps when walking inside portacabin buildings
1 Year Ago
Elevator cabin now uses LODGroup instead of RendererLOD to fix culling issues
1 Year Ago
Fixed red spinner light in the warhead room bleeding through walls Fixed leaking elevator light at longer distances Fixed exterior building roofs having their HLOD covered in snow Attempt at fixing terrain violation near the exit when using vehicles / made the ground collider thicker and moved the terrain trigger Attempt at fixing holes in terrain near the hatch at certain seeds Painted Decor topology in the base to prevent trees and logs from spawning too close to the fence Scene2prefab
1 Year Ago
Added cables to the warhead room connecting the nuke to the laptop and computer cabinets Tweaked LOD distances on the warhead as it was never culling Fixed one of the warhead room lights disappearing too quickly causing shadows to pop-in Scene2prefab
1 Year Ago
Fixed blocked door in one of the newly accessible buildings Scene2prefab
1 Year Ago
Opened up the exterior buildings a bit more and added dressing to the now accessible rooms Tweaked portacabin materials to make the stand out a bit more from arctic ones Added vinyl floor texture
1 Year Ago
Added a connecting room between the airlock and admin office to make the level a bit less linear Made an attempt at fixing terrain violation near the exit
1 Year Ago
Finished adding interior lights to culling volumes Opened up one of the hangars and addded dressing Added minor dressing to the exterior Fixed "missing level of detail" error message by removing static foliage from a list of culled objects Slightly tweaked the NMS postprocess Scene2prefab
1 Year Ago
Splat tweaks in an attempt to make the paths within the monument more readable Attempt at fixing water disappearing when leaving terrain triggers Blocked off parts of the hatch mechanism with invisible blockers to prevent players from jumping inside the gap while it's opening where they could get stuck Added a terrain trigger to the bottom of the hatch mechanism just in case they happen to go in Scene2prefab
1 Year Ago
Repainted the blend map in an attempt to fix floating objects and gaps in rocks near the edges of the monument Painted terrain alpha near the closed off entrance to the bunker to fix terrain poking through it Shifted some objects that were floating Moved terrain trigger near the NMS exit. This should hopefully stop players from getting killed by the terrain Scene2prefab
1 Year Ago
Moved fences near one of the houses to allow for players passing through Deleted z-fighting decal in the office room Made one of the exit door static and added some props around it to make it clear it does not open
1 Year Ago
Added a detailed exterior culling volume / this will cull the exterior of silo when you are inside the tunnels
1 Year Ago
Updated elevator cabin mesh to support the new buttons
1 Year Ago
Moved a few props that you could get stuck on
1 Year Ago
Moved ground_junk_straight_b and ground_junk_straight_c props to the caboose folder since those prefabs were made specifically for the Caboose and didn't work with culling volumes due to using LODGroup Created new variants of the ground_junk_straight_b and c and added RendererLOD to them Replaced the old prefabs in the scene with the new ones Replaced some other props that used LODGroup Scene2prefab
1 Year Ago
Tweaked radio tower mesh Added ladder trigger to the radio tower Scene2prefab
1 Year Ago
Changed bulletin board glass material to a decal to fix lighting glitches
1 Year Ago
Finished splitting off all large culling volumes Scene2prefab
1 Year Ago
Fixed terrain poking through garage door Added road connection near garage door Scene2prefab
1 Year Ago
Split off even more room into smaller culling volumes Scene2prefab
1 Year Ago
Added emissive text to some computer cabinets
1 Year Ago
Made ladder volumes on watchtowers slightly smaller Moved the vent shafts in computer room to prevent players from getting stuck Replaced the static oil barell props to prevent confusion Added exterior light prefab to the scene Scene2prefab
1 Year Ago
Culling volume progress / moved pivot points to correct locations to prevent bounding boxes becoming too big Fixed missing colliders on nuclear_missile_silo_room_o Scene2Prefab
1 Year Ago
Added mounds underneath buildings to hide light leaking Moved aircon pipes inside one of the houses
1 Year Ago
Increased shadowproxy culling distance on sandbags to reduce shadow pop-in
1 Year Ago
Organized NMS tunnel network into smaller groups and added culling volumes Scene2Prefab
1 Year Ago
Changed metal bunk beds to use RendererLOD instead of LODGroup to cull properly
1 Year Ago
Split elevator rooms into smaller meshes
1 Year Ago
Fixed broken bounce lights when using the elevator Some tweaks and fixes to lighting / replaced one of the door lights with cold one / added bounce lights near rocket fumes Scene2prefab
1 Year Ago
manifest
1 Year Ago
Improved collider at the bottom of the chute to help with movement Added new door prefabs that match the colors of the NMS and replaced the old ones in the level Fixed door positions to prevent clipping when opening them
1 Year Ago
NMS topology map tweaks
1 Year Ago
Watchtower LODS and COL
1 Year Ago
Portacabin building dressing Tunnel exit garage LODs/COL/prefab Scene2prefab
1 Year Ago
Placed radio tower and watchtower prefabs in the scene Scene2prefab
1 Year Ago
Metal watchtower progress
1 Year Ago
Radio tower progress
1 Year Ago
Portacabin roof tweaks Radio tower progress Scene2prefab
1 Year Ago
More splat work Heightmap tweaks Moved the hatch button Scene2prefab
1 Year Ago
NMS splat progress
1 Year Ago
Finished all portacabin roof variants
1 Year Ago
New roof variants for the portacabin buildings
1 Year Ago
Exterior progress Fleshed out the portacabin buildings Moved the chute button into one of the buildings Added barricades and sandbags Some dressing Scene2Prefab
1 Year Ago
NMS exterior progress Tweaked the height map and rock placement Fenced off the entire chute area Added a bunch of large props
1 Year Ago
Splat and exterior progress
1 Year Ago
NMS exterior progress
1 Year Ago
Added new computer cabinets to the scene Scene2prefab