1,036 Commits over 3,745 Days - 0.01cph!
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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.
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testing out some graffiti on the exterior of the caboose
texture and material
added ladder to rear and on the side at the front.
added a little rug at the foot of the cashier/cage
added an extra window to fill the void to where the door used to be
moved slot machine so their not going through the caboose walls
added neon lettering for CABOOSE signs
materials and textures
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caboose update
created carpets to complement the direction of travel
materials and textures
prefab and scene update
added 2 new variations for the ground junk straight prefabs
added poker card junk piles (using the poker table textures)
updated caboose entity and scene
caboose update:
re-arranged pokertable and blackjack table
altered the height of the slotmachine table
removed poker table and blackjack table DetailColliders
added green rug skin material and textures
added cantina stool albedo skin -> from red to brown
added shelf in cage and candles
updated prefab and scene
caboose update
updated string lights
altered stanchions to fit in with the new positions
updated collision
added new doorways
caboose update
updated blackjack collision mesh
updated caboose collision mesh for ceiling, allowing jumping
removed light where blackjack now sits
updated prefabs
update to caboose
simplified collision mesh - no longer a copy of wagon mesh
offset poker table and moved the blackjack table opposite and offset from the poker table
updated the material list so that the wood panels on the outside of the caboose are using a lighter variation of the atlas_wood material so improve contrast and colour
Caboose update:
removed old coupler and added new couplers to either end of caboose
removed old trucks and added new trucks
updated prefab
accidently inverted caboose weighted normals in blender
- now set properly
Caboose Update:
massively simplified caboose FBX - combining everything to one mesh
FYI - blender will break some UV's if all uv's dont have same name when joining
Caboose update:
added lods for stanchion, blinds and curtains
added thin table for slot machines + lods/textures/materials
added an alternate version of the slot machine that can be placed on tables (for the above)
updates prefabs accordingly
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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