userVincentcancel

5,537 Commits over 3,530 Days - 0.07cph!

3 Months Ago
merge from main
3 Months Ago
worker house wip files
3 Months Ago
backup latest wip
3 Months Ago
backup - materials wip for worker house and mapping wip
3 Months Ago
added residential door to radtown houses tweaked valpha on windows bar for a tad more oomph
3 Months Ago
created a residential hinged door from previous residential building door
3 Months Ago
powerlines ziplines prefab rebuilt
3 Months Ago
fixed cargo ship harbor container displaying further than the others
3 Months Ago
Implementing some of QA's first round of feedback on radtown redux S2P
3 Months Ago
primitive colliders for generic doors and windows frames
3 Months Ago
radtown scene update
3 Months Ago
building generic trims textures generic door frame, window frame models, prefabs updated radtown buildings
3 Months Ago
some walkways set model fixes (sg's, holes) better staircases for radtown storage building large s2p
3 Months Ago
extra rain gutter sizes, side of rahouse large staircase model/prefab updated buildings, update scene
3 Months Ago
rain gutters set greybox
3 Months Ago
radtown gate ladder volume radiation volumes, temporary loot spawns initial cover pass on the outdoor
3 Months Ago
more splats/terrain tweaks window size tweaks to facilitate jumping through in workers house missing temporary collisions on carport
3 Months Ago
more splats/terrain tweaks
3 Months Ago
prefabed remaining of new building modular pieces, added temporary colliders accentuated dirt paths on terrain to make them come through in procmap rotated some doors for better flow in buildings lowered some windows for better peek while crouched
3 Months Ago
latest topologies
3 Months Ago
updated monument, blend map, painting building topologies. Added bits of forest topology as a test for undergrowth
3 Months Ago
Improved flow in rahouse large, adding an exit point in the corridor
3 Months Ago
checkpoint hut, radtown gate greybox
3 Months Ago
manifest
3 Months Ago
greatly reduced AO factor on logistics warehouse garage door
3 Months Ago
generic door frames greybox (now part of a set) replaced the doorframes on rad buildings prefabs window frames for radhouse large
4 Months Ago
some biome touch
4 Months Ago
fully greyboxed radhouse large and radtown shed first pass terrain sculpting and splat painting added some trees to measure effect
4 Months Ago
fully greyboxed storage warehouse and storage building large
4 Months Ago
fully greyboxed worker house and master house
4 Months Ago
merge from main
4 Months Ago
fixed metal roof tga not reading correctly
4 Months Ago
oilrig_1 S2P
4 Months Ago
cutout in large rig floor LOD1 missing
4 Months Ago
small rig level3 LOD1 and 2 door cutouts
4 Months Ago
Added metal roof textures to radtown redux selectively
4 Months Ago
merge from main
4 Months Ago
Ticked IsDynamic on rope ladder of the harbor1 crane S2P
4 Months Ago
tags on files
4 Months Ago
radtown basic splats, topologies and blend map painting, terrain anchors
4 Months Ago
radtown whitebox layout, perimeter estimate
4 Months Ago
harbor 2 s2p
4 Months Ago
added missing fishing net collider to harbor2 floating containers area
4 Months Ago
s2p all
4 Months Ago
snow variants for checkpoint prefabs - was an outlier with roads having snow variants
4 Months Ago
revised draw distances down and set layer to world for cctvmicrophone, phone, cctv controls, notepad
4 Months Ago
resized cctv controls texture to 1024
4 Months Ago
lower reach for industrial buildings environment volumes on the ground floor in a bid to keep ground prefabs snow free inside
4 Months Ago
fixed roads prefabs snowy variants LOD2 using temperate materials matched snowy roads color with snow splat
4 Months Ago
Harbor1: added a ladder volume on a container that should be climbable Harbor1: removed weird islet on the side