branchrust_reboot/main/nuclear_missile_silocancel
98 Commits over 59 Days - 0.07cph!
Slight tweak on silo_rock.mat so that it lights better.
Max size 64. 32 turned out problematic.
Changed one AC duct piece into another type for lighting purposes.
Computer cabinet C uses lowest LOD instead of colmesh as a shadow caster, to fix glaring artifacts.
Fixed BookPile4's messed up shadow caster.
Remaining living quarters.
Fluorescent B&C prefabs have embedded spotlights.
New red spinner variant.
Red hue tweak on material.
Fixed tint on red siren spinner volumetrics
Minor embedded light tweak on this prefab.
Lighting prefab backup.
Light fixture prefab fix.
Fluor light fixture prefab tweaks.
Electrical box moves to match lighting tweaks.
Finalized entrance area lighting
FX prefab tweaks.
Bounce light tweaks inside FX prefab for shifted props.
Emissive texture to Bilinear instead of Mitchell. Less haloing.
Near plane & bias tweaks for door leakage.
Optimized the office elevator prefab's lighting setup.
Prefab backup.
Minor tweaks on lighting prefabs/mats.
Prefab backup.
Nixed a couple of small wall props for shadow debug purposes.
Lighting prefab progress
Volumes to slightly de-blue and contrast soften the post layer.
Tiny brightness tweak on signs_backlit_red
Prefab backup.
Sign emissive tweaks.
Improved embedded lighting on crew cabinets & elevator switch prefabs.
Packed NMS lighting into its own prefab and organized it.
Nixed distance flares from all the lights, because underground.
Finalized NMS FX prefab LOD distances etc
Disabled one stack of boxes from the main NMS scene because the FX prefab has a burnt variant there instead.
Prefab backup
Another burnt material variant
Burning room WIP
Burnt variant of the pallet material
Slightly softened underground_neutral color grading, and toned down the blue cast on everything.
NMS progress & related files.
Improved electrical FX WIP
Spark textures are half-res but less compressed. Cheaper, looks better.