1,081 Commits over 3,837 Days - 0.01cph!
fixed gaps in RHIB
removed old LODs and included new LOD mesh (RHIB.fbx) to fix it
haven't touched any other element apart from the main body of the boat
updated prefab
reconfigured attack heli mechanism based on BillB's feedback
updated textures and materials
added new version to the prefab.entity and hid the previous version so bill can gut it
plastic likes to randomly exclude some .mat files eh
SAR inner barrel missing face fix for rigged version
previous fix was for the world model
shadowbox for slotmachine fix
set keycards to Force No Motion to prevent crazy motion blur bug
until there's an actual fix
adjusted water gun spray effect so it doesn't leak through the body of the gun
RF Transmitter now has aerial in 3rd person
updated LODs and updated .worldmodel and .entity prefabs.
Adjusted position in 3rd person to better fit hand.
created extra small single planter
mesh/lods/collision/gibs and initial prefab setup
.mat files suddenly appearing
keycard viewmodel position fix
now works with nomad suit and tactical gloves too
added new laser detector model to more closely resemble the icon.
added new prefab to be setup and replace the old one.
LaserDetector>Model
adjusted position of 16x scope on hmlmg.entity prefab so there's no clipping on the face
fixed wrong gib mesh rotation for the small storage box
fixed gear distant LOD (LOD2) missing face
fixed gap in wood_crate_1.fbx
issue named the crate, "Crate_normal_2"
fixed missing face on SAR world model.
Generally improved LOD0 and LOD1 geometry
improved LOD0 shading
fixed slotmachine shadowproxy box not casting shadows
clan table update
lods, colliision and gibs
materials and textures
initial prefab setup for code support
played myself, there was one more tiny instance
fixed all cases of mesh flickering on the powerline platforms
fixed all major collision mesh issues for the powerlines
weapons shouldn't go through the mesh now
primitive lootbox fix
- fixed albedo/ao/spec/normals
- fixed dodgy rope normals - improved them
- FBX Position and prefab zeroed, and scaling at 1,1,1
- fixed ao texture set to 2048 when texture is 512
updated prefab (adjusted light position also)
adjusted caboose.fbx so that the top compartment is less wide and not as high.
Updated collision mesh
attack heli turret gibs
prefab update
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attack heli turret model
lods and helper setup (parts rotate properly and can be controlled by code)
updated heli prefab (hid the previous turret model)
fixed vending machine gibs
fixed hole in slot machine deposit slot
revised 2nd weapon rack texture so it doesn't blend as easily with more rusted weapons
without making it looks whack
large tall weapon rack texture change
seeing if i can get the contrast better without making it look whack
Feedback fixes for the old tv
consistent fbx mesh data name
set layer to world
added the missing collision
adjusted culling distance
added prefab variants on/off
updated Abyss metal hatchet ao so some barnacles aren't so dark
old tv lods and folder restructure
prefab setup
added uv2 to tv and base emission texture
updated textures
old tv model setup
(needs lods)
resized textures for light fitting
Added a flourescent light to be placed on the wall mounted weapon racks
lods/textures etc
updated diver assault rifle cinematic material with correct textures
LODs for all 3 wall mounted weapon racks
updated deployable prefabs accordingly
added 3rd wall mounted weapon rack
reduced texture sizes of all 3 texture sets
Added 2 revisions to the gun racks.
Large Horizontal and Large Tall
- still need to tweak the textures ever so slightly
- updated corresponding deployables for testing
v_ & w_ diver assault rifle fbx file updates
world model now has reduced lod chain, starting from the original LOD2 which is now acting as LOD0