branchrust_reboot/main/siege_weaponscancel
26 Commits over 61 Days - 0.02cph!
fixed the meterial issue directly on the subent door prefab as fixing it in the ram itself didn't carry over.
refactored door.DrawBridge_01,02,03 prefabs to include skinmesh LODs
enabled damage layer on all siege tower materials with detailLayer
adding damaged materials for the ram shell
ram bucket texture upres - 1k feels a tad lowres for a focal point object
fixed incorrect material definition on battering ram rear door LOD2
moved entities to the subEnts folder for clarity
updated/placed drawbridge doors in siege tower
drawbridges colliders pass, material assignments - prefabs will need revisiting once lods are in
drawbridges door prefabs and setup, anim controllers
anim import options for drawbridges
clipped the open anims on the drawbridges to be the correct span
trying glass decal as masked, with front culling to soften the look
lowered guide mesh pivot to be the ground
rotated back door up
removed wheels off of rear door
Updated battering ram entity path to models, added mesh decals scripts, switched gibs path
Updating battering ram frame models
pivot work on battering ram wheel
battering ram shell temp preview
update to visuals prefab pivot (temporary)
updated ram hardware models to reflect latest concept changes
battering ram update to work in progress visuals
modular car style suspensions for battering ram and skateboard
battering ram temporary greybox