branchrust_reboot/main/Traincancel

98 Commits over 92 Days - 0.04cph!

4 Years Ago
- The three gauges do something (temporary) - Adjusted bogie positions to put them closer to the ends of the locomotive, so that coupling points will stray less far from the centre of the track on tight curves
4 Years Ago
Visuals on the new locomotive monitor, now in widescreen
4 Years Ago
Better mounted position
4 Years Ago
Locomotive coupling with temp visuals
4 Years Ago
- Set up fuel interaction for the locomotive. Instead of requiring the player to be on the platform, it has a speed limit for access. - Fixed player no longer being able to mount. - The locomotive actually moves now
4 Years Ago
Removed stair slopes
4 Years Ago
update to the collision mesh - adjusting for the steps on the side and one set of steps at from going to the door. Added a slope to steps leading to the door to allow for nice and easy traversal Adjusted the side steps significantly but ultimately, there's not enough room for a slope to enable easier traversal added window cutouts to the collision mesh to enable player to receive some damage like the workcarts
4 Years Ago
Shrank the front ladder volumes so the player doesn't get caught on them so much. Added ladder volume to the rear ladder.
4 Years Ago
More stairsperimentation
4 Years Ago
Steps experiment
4 Years Ago
Merge Sav225 -> 🚆
4 Years Ago
More setup. Can mount, add fuel etc. Manifest update.
4 Years Ago
Manifest update
4 Years Ago
Rename TrainEngine to Locomotive
4 Years Ago
More setup, item, mounting. Reduced above-ground WorkCart power now that we have the locomotive.
4 Years Ago
Set up collision triggers, hurt trigger, nav obstacle, fuel storage
4 Years Ago
Detail collider setup done (much simpler as we can use the mesh collider for most of it)
4 Years Ago
Beginning setup of an entity for the big train engine. World colliders done.
4 Years Ago
Merge Sav225 -> 🚆
4 Years Ago
Merge Sav225 (Main) -> 🚆
4 Years Ago
Renamed Train folder to TrainEngine, to facilitate a merge from Main where that's also a new folder of the same name
4 Years Ago
Unity doesn't like empties within empties exported from blender apparently, so i made a work-around and fixed the dial needles updated prefab - needles should work via code now.
4 Years Ago
updated train fbx with complete control panel lods updated train prefab Just need to sort out the control panel needles
4 Years Ago
Lods for the exterior and interior of the cabin (excluding controls) combined a lot of the meshes baked LOD to reduce materials down to 1 material for the exterior of the train added textures for bakedLOD reconstructed the prefab
4 Years Ago
train lods update and progress prefab update
4 Years Ago
update to LODs
4 Years Ago
Train LODs progress -Lod1 seems to transition nicely with very little vertex colour mask blend popping -Prefab update
4 Years Ago
centred train transforms so now there's no offset from the middle of the train -same for collision mesh removed unnecessary material for control panel adjusted decal material updated train prefab
4 Years Ago
updated decal mesh and decal texture
4 Years Ago
added new control panel with controls textures train prefab update
4 Years Ago
removed unnecessary textures in the green control panel material added more decals to the decal albedo for the train (still more room for variety and control panel dials) updated train mesh with some more decals on the exterior and on the cabin interior.
4 Years Ago
-Adjusted height of the box geometry surrounding the coupler to match couplers on workcarts -separated out the light materials red/green/white and also headlights so they can be controlled as necessary
4 Years Ago
updated train mesh -removed some geometry that wasn't needed in cabin -added some displaced floor tiles to the walkways so it's not so even
4 Years Ago
rebaked out uv2 ao for the train - mucho nicer now fixed a couple vertex paint issues updated prefab
4 Years Ago
extended the length of the train from 16m to 19m and adjusted the mesh detailing accordingly updated collider to compensate for this updated stripe texture to properly compensate for length of train and required size of stripes need to rebake the uv2 ao
4 Years Ago
update to cabin interior and control base added green variation albedo and metallic of trim (querying this if it's needed but keeping for now)
4 Years Ago
material and prefab update tweaked some materials adjusted ladder volume to not intersect with mesh collider
4 Years Ago
new ao texture mask
4 Years Ago
improved uv2 ao on main train updated mesh
4 Years Ago
Updated train model Detailed cabin interior surroundings separated cabin interior entirely from train mesh, now has its own uv2 ao prepping for controls being modelled fixed some gaps in the mesh
4 Years Ago
updated train mesh with glass for the cabin added glass material reusing already existing glass textures adjusted train mesh added ladder volume at rear to gain access to the top of the train from that side
4 Years Ago
Removed unused assets reduced the number of new textures to be used organised train specific folders so it's navigable and tidier Reduced texture sizes updated train mesh, reduced gaps in the mesh and improved vertex painting red and blue channels now work as expected added collision mesh added uv2 ao map to ground train a bit more added additional decals around the train
4 Years Ago
Train mesh and texture progress
4 Years Ago
train model and texture progress created new tileable textures simplified meshes so to not rely on unique baked textures but to make use of new tileable texture(s) textures currently unoptimized (too big atm for the purpose of testing and progress)
4 Years Ago
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