2,275 Commits over 3,834 Days - 0.02cph!
vm_screen atlassed emissive
emissive tweaks. less ring around the indicators
set up left indicator - functions great other than going black when off. right indicator not working yet
applied brake material colour changing across lods
better brake light and tail light colours
better tail lights especially on lods
fixed left rear indicator on lod1, tweaked rear taillights emissive colour on material, brakes are broken again
positioned rightiside screen and keypad correctly
lods, emissive on atlassed lods 3 and 4, trying to get lights working
moved turret bracket to correct position
4k cinematic textures and materials
I've made it worse but the lights are using the correct UV on the glass now. Petur please save the day
tweaked colour on light mat
tweaked light position on vendor truck slightly to help avoid ring, tweaked uvs to avoid light bleeding, tweaked indicator colour to be more yellow on rear
fixed correct uv channel on transparent emissive , fixed bleeding edge on truck lights
updated handcuffs cinematic to be rigged
removed a lot of old wip files, fixed front indicator material, turned of refraction on them, made barbed wire bigger, fixed skinning issue on front wheel
textures that plastic forgot to commit in
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(more) final textures, deleted wip textures, set up materials correctly, added lights to prefab
skinned combined truck, applied correct materials, set up first pass on blended materials, added to main prefab (bones need assigning)
fixed scale and rotation issues on smartswitch and electric heater. Reset deploy rotation on electric heater. Set smartswitch to meshlod and set up lod values
set correct texture scale in engine
shadowed window mesh for interior of barred window, positioned turrets correctly
split off indicator lights, set up emissive uv2, first pass on emissive textures for unique and transparent materials
vendor truck wip model and basic materials
added missing skin models and cleaned up scene, sorted alphabetically
added pickaxe to ref models and to scene
split up smg to material id parts
set up materials on junkernaught ar
holosight about 15% thicker and a bit more rounded
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handcuffs wm vm and material
added toolgun to render scene
split off higher res ammunition from media branch and added to individual ammunition folders
viewmodel thin attachment
gibs model for wood barricade
scaled down heads a lot, started on some lighting presets