1,023 Commits over 4,352 Days - 0.01cph!
added a little rug at the foot of the cashier/cage
added an extra window to fill the void to where the door used to be
moved slot machine so their not going through the caboose walls
added neon lettering for CABOOSE signs
materials and textures
caboose update
created carpets to complement the direction of travel
materials and textures
prefab and scene update
added 2 new variations for the ground junk straight prefabs
added poker card junk piles (using the poker table textures)
updated caboose entity and scene
caboose update:
re-arranged pokertable and blackjack table
altered the height of the slotmachine table
removed poker table and blackjack table DetailColliders
added green rug skin material and textures
added cantina stool albedo skin -> from red to brown
added shelf in cage and candles
updated prefab and scene
caboose update
updated string lights
altered stanchions to fit in with the new positions
updated collision
added new doorways
caboose update
updated blackjack collision mesh
updated caboose collision mesh for ceiling, allowing jumping
removed light where blackjack now sits
updated prefabs
update to caboose
simplified collision mesh - no longer a copy of wagon mesh
offset poker table and moved the blackjack table opposite and offset from the poker table
updated the material list so that the wood panels on the outside of the caboose are using a lighter variation of the atlas_wood material so improve contrast and colour
Caboose update:
removed old coupler and added new couplers to either end of caboose
removed old trucks and added new trucks
updated prefab
accidently inverted caboose weighted normals in blender
- now set properly
Caboose Update:
massively simplified caboose FBX - combining everything to one mesh
FYI - blender will break some UV's if all uv's dont have same name when joining
Caboose update:
added lods for stanchion, blinds and curtains
added thin table for slot machines + lods/textures/materials
added an alternate version of the slot machine that can be placed on tables (for the above)
updates prefabs accordingly
deployable shared table map
- placeholder map texture / materials
- initial prefab setup
converted materials to spec just in case it becomes skinnable
added medium and small weapon locker variations
now there is a 3 variations large/medium/small
same height and depth, just smaller in width.
weapon locker storage update
- materials and textures
- collision setup
- prefab
- still need to do lods and gibs
Gun locker test
- folder setup
- initial model test
Wall Mountable Gun Rack
Added: -Gun rack variants A + B (wood and Metal)
- Rack Pegs small and large
- Rack Shelving and variants (plastic and metal): Large/small/small segmented/small segmented half size
- Prefabs of each variant, collision setup and textures/materials
further fixes to locomotive
- Fixed last remaining mesh flickering issues
- fixed some errors with vertex painting irregularities (on the side vents and fuel for example)
- fixed some gaps in the mesh allowing you to see through
dressed the locomotive interior,
removed batched renderer script - no more junk flying off
added some wiring
Adding set dressing to the cabin interior give a bit more pop and zaz
Cabin Control Revision
-Raised the height of the control panel + lever
-reduced the height of driver chair
-updated prefab
LOD2 rework for exterior
LOD rework for cabin
Altered Locomotive design
Cabin Door now always open, and now has a rear access directly opposite front entrance improving flow of traversal
Altered the Collision Mesh to now accommodate the above changes
Re-uv'd UV2 & rebaked AO for UV2 of both the exterior and interior, and adjusted vertex painting. I'll need to change all of this for the lower lods too.
Adjusted all the materials for the above changes.
updated prefab
adjusted floating geometry to prevent flickering
added workcart chair into locomotive cabin so player can be seated
updated locomotive prefab
finished lods
remade prefab
adjusted decal material cutoff from .25 to .55
updated locomotive prefab
-disabled BoxExtras Collision entity under DetailedColliders to enable smooth traversal
updated decal sheet to include "Cabin Access" + signage as a visual indicator for players to access locomotive controls
added a couple more decals to the black tank under the locomotive to indicate where to refuel.
Updated train mesh
-whilst not being able to see the mesh flickering, i've adjust the offset to the problem areas highlighted by Paddy
import settings change for lever
Train Control Lever Setup
Lifted the cowcatcher/pilot/bumper up so it's not scraping the tracks
separated front lights out from the rear lights
scaled the control panel monitor to be 5:3 so it's easier for ui implementation
updated train prefab, hoping i dont break anything
spas12 remake
remodelled spas12
textures and materials and initial prefab setup
locomotive gibs
(missed one section)
Updated locomotive to include bogies with bones and couplers with bones for animating
Update to the train based on feedback
Removed windows
added ladder at the back of the cabin so people dont get stuck as easily
changed the side steps to be ladders but in the same style as the steps
updated collider in relation to these changes.
(need to change the lods too in relation to these changes)
update to the collision mesh - adjusting for the steps on the side and one set of steps at from going to the door.
Added a slope to steps leading to the door to allow for nice and easy traversal
Adjusted the side steps significantly but ultimately, there's not enough room for a slope to enable easier traversal
added window cutouts to the collision mesh to enable player to receive some damage like the workcarts
Unity doesn't like empties within empties exported from blender apparently, so i made a work-around and fixed the dial needles
updated prefab - needles should work via code now.
updated train fbx with complete control panel lods
updated train prefab
Just need to sort out the control panel needles
Lods for the exterior and interior of the cabin (excluding controls)
combined a lot of the meshes
baked LOD to reduce materials down to 1 material for the exterior of the train
added textures for bakedLOD
reconstructed the prefab