2,003 Commits over 3,439 Days - 0.02cph!
added wall_door_window_left brick01 test bake prefab with lod0, lod1 and lod2 individually baked to 1 mesh and 1 material per lod
▋▋▊ ▅▌█▇▊ ▆▌▉▊ + ▋▉▉ ▍▊▆▍▆▋▊/▇▆▍▇▄▅▋▊
sidewalk lod0 and lod1 and edges rework
Tweaked water system prefab variables for less intense shore wave steepness, more natural looking shore foam shapes, more foam at shore, less foam as it merges with ocean water, more variety in ocean water
very wip testing road stuff, should finish totally tomorrow
tweakes to water_system values to avoid blotting shaped foam on shore waves
open and shore water wave tweaks, tweaks to foam visibility
sidewalk_tile_1 mat changes
more sidewalk tilesets, and starting work on lod0 of road pieces
added sidewalk tileset textures that didnt upload for some reason
removed first pass sidewalk materials, added new second pass sidewalk materials
first pass uv mapped all new road system objects to new materials
ocean and shore wave tweaks
tweaks to open and shore water waves
unwrapped first road mesh and added new sidewalk textures and materials
fixed rotated collision on stairs_ushaped_mirror (need to check non mirror?) added surface_default_6x6 texture
added stairs_ushaped_concrete
renamed lod2 textures and materials to mask, set to 1 channel greyscale. Added surface_default blank 6x5 texture to _shared folder
Stairs_lshaped tweaks to railing size, added proper collision and created prefab. Added 1x1 surface_default tile to _shared folder to use for generic lods. added lod textures for all wall_door and wall_window variations with 255,0,255 hole masks
added stairs_lshaped textures and lods,,set wall_default_LOD2's vertices to 0, and moved floors to _shared and renamed surface, set their lod2's vertices to 0
created unique wall_default_lod2 mesh and assigned to all wall prefabs in lod2 slot. WIP on stairs_lshaped model
rebuilt all building prefabs with lods, ushaped stairs mirror has collision bug right now, need to add wall_door_half and wall_quarter too
added x_crossing_double_to_single, t_cossing_single_to_double and t_crossing_double_to_single along with their deform pieces, and re-exported all
skyscraped prefab wip and fixed straight road deformation volume mesh
and added the rest... oops
added deform models for new road pieces
set road piece grass areas to sit on 0 height, created Deform_straight_single mesh for testing
added road system meshes to testing folder
tidied up building dressing brick and concrete prefabs
wip added brick and concrete trims
lods for prefabs, setting up prefabs
added plaster trim, made concrete trim darker and more edge wear, added subtle noise and moisture to concrete and concrete trim, reunwrapped and weighted wall_details, tweaked colours and roughness on most materials
built most of tower_block, need to add more window variety then make it all more polished. need to set up prefabs/tidy up folders
added wip towerblock and added mirrors of stairs and started on wall dressings
Update TrashCan01_Metallic.tga
made trashcan01 metallic a lot less contrasty, noticed it was too strong when seen with skycruise lighting setup
new less intense normals on all materials
first pass brickpainted01 and brickpainted01_trim01
optimised greybox building prefabs trianglecount
brick and wallcap experiments
made LOD0 of each balloon higher poly and removed transparency (could do with fake SSS material)
added lods, gibs setup prefab on Wheel02, tweaked vendingmachine01 tri count on higher lods and albedo texture
Added Wheel01 prop with gib models