1,036 Commits over 3,745 Days - 0.01cph!
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
added black version of oilrig_trims_diff texture
added black/darker versions of the workcart material set
(WorkCart Black/WorkCart Dark 2/WorkCart_Decals_black)
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)
made adjustments to levels 3 and 5 and updated collision mesh
Added landing pad on level 3 and better visualisation for the duck that's necessary to compensate for the collision on the pylon so it's no longer an invisible wall
including collison mesh update
also a small metal box to two platforms where the cables connect.
zipline platform update
increased the length of the wirestop to prevent clipping (may need increasing)
adjusted top level to enable both sides for zip arrival/exit
snowmobile update
separated front and rear lights into their own materials (not textures) so they can be lit independently
merged the lights to the main mesh so it's only 1 prefab instead of multiple.
hopefully not broken anything
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minicopter improvement wip
taking a look at fixing some minicopter mesh issues
greatly improved uv's and normal maps
retexture wip
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added alternate portable boombox now able to animate the volume knob, play button, rotate the cassette opening, power button and both antenna
included higher res textures and materials with custom settings.
prefab setup
added lights to the makeshift snowmobile, both front lights and a rear break light.
lods, textures and materials. Updated prefab
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created a new landmine asset to replace the old landmine
models, textures, material, LODs and prefab setup
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added a new drybox container to replace the buoyant backpack that appears when subs are destroyed
model, textures, lods, collision and prefab setup
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update to icicle meshes
reduced the depth and reach to work better on railings
fixed a normal flipped mesh
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include .mat because it didn't get included for some reason
new icicle meshes
12 prefab variants
lods
textures and materials
updated snowmobile albedo and ao
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