branchrust_reboot/main/travelling_vendorcancel
32 Commits over 30 Days - 0.04cph!
lod distances, lod4 stays longer
tweaked emissive indicators so they dont pixelate at range
emissive tweaks for lods, reversed indicators so they function like real ones (off default) , tweaks to lodding values especially turrets
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
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
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
99328
(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)
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