1,188 Commits over 4,049 Days - 0.01cph!
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Detonator, materials, lods and prefab, view model + world model variation
rotated version of the siren light for helk
siren light and airfield version for petur. prefab/materials and lods and col
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Fluorescent Light for oil rig. 2 variants. wall and pole versions. Lods and col + textures.
Blood Bag world model fbx, lods, prefab and col.
New camera to replace old asset store camera. fbx/col/lods/world&view model.
Folder for new camera (whilst unity does it's thing)
Minicopter for alex. (not sure if scale is 100%, just got internet)
Metal Rowboat, materials textures, gibs and lods
reduced popping lods (mesh & smoothing group correction in lower lods) for rowboat.
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rowboat changes (adding storage space to the front and making the rear seat better for skins)
Altered spray can texture.
gibs and collision mesh(es) for rowboat
New rowboat to replace asset store art, just needs gibs and collision
Strobe light LOD0 rotation fix
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M39, lods world model and view model and textures
basic torso and materials
basic torso prefab, hopefully this time not empty
adding gloves (which need skinning properly) and adding feet with textures
adding chest plate armour
checking in the plate armor with fixes to the mesh, textures should already be up?
checking in fixes for the model errors concerning the burlap trousers and shirt
burlap shirt fix...hopefully.
checking in metal plate helmet and textures
adding new bolt rifle textures & materials
smoketower blockin fbx plus prefab and temp materials
updated smokestack just need to lod and add foliage.
Adding lods for the smoke stack, hopefully in the right place this time ;)
keypad, textures plus lods
checking in new lods, transition should much smoother.
emmisive open and closed textures
Adding AK, textures and lods
checking in shotgun with material and textures
Textures: Normals for default head (works with fixed torso) and normals for new head.
Composite map for skin shader.
Highpass map.
Materials: Player_skin
Update: Fixed vertex split = new mesh (updating soon)
New mesh = rebake of normals.
Updated uv maps to make better use of wasted space.
Notes: Materials/Textures will not work with old meshes because of the above. Even using old uv's the normals would not work because of the broken normals.
* added new torso and head fbxs
* added the new prefab
* replaced the player 1 skin textures to match the new mesh uvs
* updated the playerskin 1 material
* deleted old playerskin1 textures
Altered playerskin1 material to use new materials. Seems that by auto-default it selects skin number 2 rather than 1? Probs not a biggie.
Will be updating the rest of meshes now.