1,023 Commits over 4,352 Days - 0.01cph!
Added electric furnace gibs
Update to industrial conveyor module mesh
- fixed holes in mesh (where pipes would cover but would be exposed without pipes)
- updated LODs (gibs were already fixed)
updated industrial crafter module
- split lights off to their own uv to control progress bar
- updated lods
- updated prefab
- added textures and materials for the lights
(this may change if/when we get a fix for the standard shader uv1 offset settings)
set texture import resolution for crafter texture properly
Splitter fbx file that got missed out for some reason
Added LODs to all modules
Added GIBs to all modules
- updated prefabs with LOD'd meshes
Moved meshes into appropriate folders
zeroed transforms on 3 industrial assets
- sorry jarryd, i swear it doesn't always happen.
Added Adapter Mesh
- override old mesh
- moved mesh to 'Models' folder
- Added LODs
Added materials and textures
Updated deploy prefab
added industrial crafter model and lods
- pipe entry points are slightly longer to coincide with concept.
Added textures and materials
Updated prefab with new mesh
- removed old temp mesh
Updated industrial splitter mesh
- fixed shader issues
Added textures and setup material
Replaced current splitter mesh with new mesh in prefab.
- updated prefab (Jarryd will have to go through this)
Added new version of the splitter model
+ LODs
Just need to texture it now.
updated broken bogies mesh and LODs to fit a little more nicely onto the tracks.
Add busted bogies mesh and LODs
added ao variant to prevent random looking black spots (where it was previously covered over)
added broken rusted bogies for caboose
added staticcaboose.entity prefab variant
added materials and textures for the new broken bogies
reduced the size of existing bogie textures
Hackweek - Weapon attachment module refresh
Muzzle Break, Muzzle Boost, and Silencer model and textures. Single material - just have to fix scaling as current items have odd scaling
https://files.facepunch.com/tombutters/1b0811b1/22NovemberFavoriteHuia.png
thumb_up
19
thumb_down
187
industrial adapter test mesh
industrial crafter test mesh
- industrial conveyor mesh
- industrial splitter mesh
entry points fits nicely with the currently pipe radius.
added windows + double sided material variation
updated prefab
fixed issue with baseball bat
- wrong shader & wrong shader settings.
.mat file mustn't have been committed originally
Scientist NVGM
model
textures and materials
LODs
Basic prefab setup
cached texture fix on pickaxe and hatchet viewmodel
textures
(it missed them for some reason)
updated concrete pick/hatchet materials from metallic to specular
updated both cinematic and game versions
added gibs for the handcar
updated prefab
Handcar Update
- finished lods
- updated materials and textures
- updated base prefab
Update to Handcar
- updated materials and textures
- tarp wind flappiness
prefab update
fractured both lower sections of the broken door
updated prefab
handcar low poly finished and baked
- replaced test mesh with final low poly
-added ao and normal to preview
update to basemesh 95% there
- size more balanced, nicer to stand on
- working out mechanism
attempt to fix flickering tarp on zipline platforms
- i suspect it's the same compression issue we had on the locomotive.
- set fbx compression to low to check if it's the same issue
it forgot the emission and ao texture
Caboose Update:
- added neon Cashier sign above cage + LODs
- combined caboose and cashier neon lods
- included texture into the caboose neon and bulb texture set
- updated prefab and caboose prefab
caboose update:
added LODs for the caboose wagon
baked down materials for the last LOD to 1 material
entity prefab update
ao texture wasn't included in previous commit for some reason
created a bulb asset and lods - added it to the wall lamp prefab
packed texture it into the neon signs texture set.
renamed textures and material accordingly
merge from locomotive_flicker_fix
set import mesh compression to low
update to decal and locomotive mesh
merge from locomotive_flicker_fix
updated prefab with material changes to decal mesh
Translated some more parts of the mesh to the decal FBX
updated locomotive fbx respectively
adjust some geometry.
committing here now that i know i haven't broken the locomotive:
- separated out all of the decals and some of the yellow strips
- updated lods and prefab
- added decal renderer and decal cull to the decals
no idea if fix works yet
made changes to decals on the caboose
added decal renderer & decal cull scripts.
testing out some graffiti on the exterior of the caboose
texture and material
added ladder to rear and on the side at the front.