5,659 Commits over 3,804 Days - 0.06cph!
Repackaged prefabs for bamboo scafholdings - meshlod use, r/w enabled for batching
zigg scene - platforms LD work
bamboo scafholdings, some removed barriers on the platforms to make player traversal easier
created a bespoke rig for adobe gate as the frame was made non standard. This allows the hinges to be in the correct place and avoid relying on pivot offsets to clear frame.
updated prefab and relevant models
zigg scene hierarchy cleanup
zigg jungle overgwrowth progress
zigg jungle overgwrowth progress
reworked the layout and flow across the scafholds, planning where the overgrowth should play a role visually and for blocking traversal in some areas
tweaking bamboo scaffholding layout on ziggurat to clear some approaches and free some space on the ground
fixed floating set dressing in areas, removed some mesh decals that interfere with underneath mesh decals of zigg floor
rocket factory model changes against boosting
chenged the jungle ziggurat prefab to world layer
merge from mjungle_ruins for gantry kit
adobe high wall made slightly longer, damage volumes values identical to stone skin, added barbed wire and damage to gate prefab
Created a new water surface for building interiors with a much lower coefficient of reflection and specular in order to fit the lighting typically found indoors
Increased building very dark ambient a notch to compensate for play time SSAO darkening the picture further.
changed incorrect layers on recent props prefabs
Increased building environment volumes to be reflection factor of 1.0 since buildings should be using World layer and offer accurate reflections indoor now. If reflections look incorrect, check art layers of buildings
ziggurat_a env volumes settings and bounds changes
re-balanced the ambient and reflection values in Environment Properties for the Building, Building Dark, Building Very Dark volumes in order to produce more satisfying lighting gradients in interiors
Updated adobe wall in width and height. Added barbedwire on top with damage volume
Fixed incorrect transforms on LOD3
shrunk jungle swamp water surface to avoid clipping
fixed jungle swamp terrain on incorrect layer causing wrong terrain insert in jungle
improved terrain blend texture
jungle ruins lootspawns, replaced the last greybox volumes in scenes for matching art assets
jungle ruins scene HLOD setup and bakes
enabled read write on ruins kit for batching
updated topology masks for jungle ruins, s2p ruins
refreshing terrain blend textures of jungle ruins - they are correct but somehow were not applied in procmap
strangler fig color and transmission tweaks in situ
environment AO maps import options changes, material adjustments
monstera deliciosa bushes - models, textures, mats and prefabs
fixed the splat mask to sand instead of snow on jungle swamp
jungle swamp unique environment
heliconia billboards, prefabs, spawn prefabs
heliconia rostrata files - models, textures, mats
env volumes tweak, darker
S2P
Ziggurat_a monument prep
Terrain splats repaint to allow fade out
Created env volumes for interior
Basic lighting indoor
Cleared volumes and lights from greybox stage
jungle ruins overgrowth pass with strangler figs
fixed double pillow effect on ruins wood beams by lowering normal intensity
mauritia flexuosa - rest of the models and prefabs
mauritia flexuosa M variant with LODs and billboard, materials initial commit
LS scene changes (can be replaced as mostly deletes)