1,048 Commits over 3,775 Days - 0.01cph!
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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
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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
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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
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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
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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.