branchrust_reboot/main/Traincancel
31 Commits over 92 Days - 0.01cph!
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
train lods update and progress
prefab update
Train LODs progress
-Lod1 seems to transition nicely with very little vertex colour mask blend popping
-Prefab update
centred train transforms so now there's no offset from the middle of the train
-same for collision mesh
removed unnecessary material for control panel
adjusted decal material
updated train prefab
updated decal mesh
and decal texture
added new control panel with controls
textures
train prefab update
removed unnecessary textures in the green control panel material
added more decals to the decal albedo for the train (still more room for variety and control panel dials)
updated train mesh with some more decals on the exterior and on the cabin interior.
-Adjusted height of the box geometry surrounding the coupler to match couplers on workcarts
-separated out the light materials red/green/white and also headlights so they can be controlled as necessary
updated train mesh
-removed some geometry that wasn't needed in cabin
-added some displaced floor tiles to the walkways so it's not so even
rebaked out uv2 ao for the train - mucho nicer now
fixed a couple vertex paint issues
updated prefab
extended the length of the train from 16m to 19m and adjusted the mesh detailing accordingly
updated collider to compensate for this
updated stripe texture to properly compensate for length of train and required size of stripes
need to rebake the uv2 ao
update to cabin interior and control base
added green variation albedo and metallic of trim (querying this if it's needed but keeping for now)
material and prefab update
tweaked some materials
adjusted ladder volume to not intersect with mesh collider
improved uv2 ao on main train
updated mesh
Updated train model
Detailed cabin interior surroundings
separated cabin interior entirely from train mesh, now has its own uv2 ao
prepping for controls being modelled
fixed some gaps in the mesh
updated train mesh with glass for the cabin
added glass material reusing already existing glass textures
adjusted train mesh
added ladder volume at rear to gain access to the top of the train from that side
Removed unused assets
reduced the number of new textures to be used
organised train specific folders so it's navigable and tidier
Reduced texture sizes
updated train mesh, reduced gaps in the mesh and improved vertex painting
red and blue channels now work as expected
added collision mesh
added uv2 ao map to ground train a bit more
added additional decals around the train
Train mesh and texture progress
train model and texture progress
created new tileable textures
simplified meshes so to not rely on unique baked textures but to make use of new tileable texture(s)
textures currently unoptimized (too big atm for the purpose of testing and progress)
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