Jayarr Posted August 4, 2022 Posted August 4, 2022 (edited) Bug fixes/misc Lighting in the base has been improved for the texture changes, giving a brighter yet subtle feel There is now a killzone when you jump outside of the map NPCs will no longer shoot through the outpost, and bounty hunter buildings Moved 3D skybox to the bottom of the map Fixed a tablet clipping into the rocks Fixed several holes in the map Fixed floating plants Fixed a few clipping trees Fixed a few holes in the outpost Optimization Added several more area portals, hints, and general optimization techniques to improve performance for the upcoming overhaul of the base aesthetics Additions Added a small new area to the left of village Added a small lake to the left of the outpost The left garage now opens Added vines to the rocks Added a planet to the skybox Added clouds to the skybox Added four flying manta’s to the skybox Added two buttons to the admin room One boxes in the 3D skybox, allowing fog editors to look better One button blocks of use of the ER buttons Rocks now have grass on top of them Added a navmesh to the temple Added navigational maps around the base Added ruins around the map Changed the forest infront of the village to allow more space for Game Masters to utilize Added out of bounds areas within base to give a more lively, military feel Added dueling arenas at the bottom of the map More colored lights within base, giving a less flat feel. Terminal props came alongside this change Added defcon panels around the base Two inside MHB Two in bunks Two in BCC One outside of MHB One in mess hall One in engine room Added four recruitment booths to barracks with interchangeable battalion signs Every area has new textures. Uniformity and aesthetics should match in a more co
Posted August 4, 2022 (edited) Bug fixes/misc Lighting in the base has been improved for the texture changes, giving a brighter yet subtle feel There is now a killzone when you jump outside of the map NPCs will no longer shoot through the outpost, and bounty hunter buildings Moved 3D skybox to the bottom of the map Fixed a tablet clipping into the rocks Fixed several holes in the map Fixed floating plants Fixed a few clipping trees Fixed a few holes in the outpost Optimization Added several more area portals, hints, and general optimization techniques to improve performance for the upcoming overhaul of the base aesthetics Additions Added a small new area to the left of village Added a small lake to the left of the outpost The left garage now opens Added vines to the rocks Added a planet to the skybox Added clouds to the skybox Added four flying manta’s to the skybox Added two buttons to the admin room One boxes in the 3D skybox, allowing fog editors to look better One button blocks of use of the ER buttons Rocks now have grass on top of them Added a navmesh to the temple Added navigational maps around the base Added ruins around the map Changed the forest infront of the village to allow more space for Game Masters to utilize Added out of bounds areas within base to give a more lively, military feel Added dueling arenas at the bottom of the map More colored lights within base, giving a less flat feel. Terminal props came alongside this change Added defcon panels around the base Two inside MHB Two in bunks Two in BCC One outside of MHB One in mess hall One in engine room Added four recruitment booths to barracks with interchangeable battalion signs Every area has new textures. Uniformity and aesthetics should match in a more co
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