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Just a small update #96

Closed Explosive-James closed 7 years ago

Explosive-James commented 7 years ago

These are the notes I kept to keep track of every change but each block is one or two individual thing. Also the Please Remove things are for you as they are outdated assets that are not needed any more and the random notes are also for you. Also also any material in this using a fresenl shader should be using my version!!! Also also also all environment materials should be for the single hex cap or whatever it's called and the testhex we've been using is no longer needed and the pavement will be a mix between that and the new LippedHexTop and the half version to make the pavement strait. I wish I had made more but the Killer cows are killing me to animate (bad joke #62) and the alien is also proving tricky but will be one of my main objectives for the next update although if we're being realistic #97 will be me fixing everything that is wrong with this update =<

Added Grenade.fbx Added Grenade_Col.png Added Grenade Material Added HumanGrenade Prefab

Added PumpkinA fbx Added PumpkinB fbx Added PumpkinC fbx Added Pumpkin.png Added Pumpkin Material

Added PumpkinA Prefab Added PumpkinB Prefab Added PumpkinC Prefab

Added USAFlag fbx Added USAFlag_Col.png Added USAFlag_Norm.png Added USAFlag Material Added FlagPole_Col.png Added FlagPole_Norm.png Added FlagPole Material Added Cloth.shader Added USAFlag Prefab

Added SimpleTree1.fbx Added SimpleTree2.fbx Added SimpleTree3.fbx Added SimpleDeadTree1.fbx Added SimpleDeadTree2.fbx Added SimpleDeadTree3.fbx

Added SimpleTree1 Prefab Added SimpleTree2 Prefab Added SimpleTree3 Prefab Added SimpleDyingTree1 Prefab Added SimpleDyingTree2 Prefab Added SimpleDyingTree3 Prefab Added SimpleSnowyTree1 Prefab Added SimpleSnowyTree2 Prefab Added SimpleSnowyTree3 Prefab Added SimpleDeadTree1 Prefab Added SimpleDeadTree2 Prefab Added SimpleDeadTree3 Prefab

Please Remove Old Trees

Updated the leaves shader so it blows in the wind without any manual animation, if you wanna use your own just switch them out.

Added SimpleLeaves.png Added SimpleLeaves Material Updated Leaves Shader

Updated all the walls so they don't have inside faces when they fade as well as a few new ones that should help with making buildings.

Added ThinHalfWallStrait_NoFade.fbx Added ThinAngledWallStrait_NoFade.fbx Added LippedHexTop.fbx Added LippedHalfHexTop.fbx Added ThinDoorWall_NoFade.fbx (Removed inside faces) Updated ThinWallStrait_Edge.fbx Updated ThinWallStrait_Middle.fbx Updated ThinWallStrait_NoFade.fbx Updated ThinWallStrait_Single.fbx Updated ThinWallTurn60.fbx Updated ThinWallTurn60_NoFade.fbx Updated ThinWallTurn60_pt2.fbx Updated ThinWallTurn120.fbx Updated ThinWallTurn120_NoFade.fbx Updated ThinWallTurn120_pt2.fbx

Added Rain.png Added Rain Material Added RainFallHeavy Particle Prefab

Added Snoring.png Added Snoring Material Added Snoring Particle Prefab

Textures for actual road setup will require around 8 - 12 materials (only 1 or 2 already made for you) for consistency but we only need to change the settings in the materials to do this thanks to he new HexShader features documented further down.

Added Pavement_Col.png Added PavementEdge_Col.png Added Pacement Material Added PavementEdge Material Added PavementEdgeInverted Material Added Road_Col.png Added Road_Norm.png Added Road0 Material Added RoadHexShader.shader

Hextile now aligns better with tiles as well as new features that allow for scale and rotation to be changed, the shader now allows Texture to flip between world and local UVs and also allows the UVs to be flipped / inverted.

Updated HexTileShader.shader Updated TilledDirt_Col.png Updated TilledDirt_Norm.png Updated TilledDirt Material Added Dirt_Col.png Added Dirt_Norm.png Added Dirt Material Added Grass_Col.png Added SnowyGrass_Col.png Added Grass_Norm.png Added Grass Material Added SnowyGrass Material

Added RPGHead.fbx Added RPGHead_Col.png Added RPGHead Material Added RPGHead Prefab Added RocketExhaust Particle Prefab Added RPG.fbx Added RPG_Col.png Added RPG Material Added RPG Prefab

Telephone pole has been specially designed so when you duplicate a pole it will automatically attach itself to the telephone pole chain as well as telephone cable generation that's done when the game starts.

IMPORTANT hopefully you see this before messing with the script but I think I've "fixed" it, the problem seems to occur because the object is a prefab instance and messes with the data!? So try deleting any old prefab instance, place a new one and break the instance under GameObject > Break Prefab Instance then start duplicating it, I've been messing around with it like that and it seems to work just fine.

Added TelephonePole.fbx Added TelephonePole_Col.png Added TelephonePole Material Added TelephonePole Script Added TelephonePole Prefab

Added MailBox.fbx Added MailBox_Col.png Added MailBox Material Added MailBox Prefab

The wall and roof textures / materials have no use just yet but they should work on the walls you already have.

Added WoodenWall_Col.png Added WoodenWall_Norm.png Added WoodenWall Material Added BrickWall_Col.png Added BrickWall_Norm.png Added BrickWall Material Added Roofing_Col.png Added Roofing_Norm.png Added Roofing Material

Added Crops Shader Added GrassPatches1.fbx Added GrassPatches2.fbx Added GrassPatches3.fbx Added Grass.png Added GrassSnowy.png Added GrassDetailed.png Added Grass Material Added GrassSnowy Material Added GrassDetailed Material Added GrassPatches1 Prefab Added GrassPatches2 Prefab Added GrassPatches3 Prefab Added SnowyGrassPatches1 Prefab Added SnowyGrassPatches2 Prefab Added SnowyGrassPatches3 Prefab

Please Remove Old Grass Patches

Added Wheat1.fbx Added Wheat2.fbx Added Wheat3.fbx Added Wheat_Col.png Added Wheat Material Added Wheat1 Prefab Added Wheat2 Prefab Added Wheat3 Prefab

Added CornCrop1.fbx Added CornCrop2.fbx Added CornCrop3.fbx Updated CornPlant_Col.png Updated CornCrop Material Added CornCrop1 Prefab Added CornCrop2 Prefab Added CornCrop3 Prefab

HardlyDifficult commented 7 years ago

Pole fix: (for both previous and next pole):

  Undo.RecordObject(this, "Set PreviousPole");
  _prevNode = value;
  EditorUtility.SetDirty(gameObject);

from http://answers.unity3d.com/questions/1134718/script-variable-reverted-to-prefab-when-hit-play.html