July 2021
Posted 3 years ago
I spent most of my time reshaping the grass area : 
  • Redefining the path visually so we can place some benches that wouldn't be right in the middle of it.
  • Created some ground textures, to replace the one we've been using from Rust so far.
  • Added breakable walls as a boundary (at least a first pass to check that the system work), which in turn shifted a bit the layout as the metric of the boundary was now defined by the size of the breakable prefab
  • Reworked the topology of the grass area in preparation for vertex paint for the blend shader (the lazy solution is to smash the subdivide button but it's not really optimal). 
Then some minor fix and tweak on the main road part.  The first goal being to have all the grounds and floors first before starting building on top of it and adding more details.
attribute 'contenteditable' not allowedattribute 'blocktype' not allowedattribute 'data-image-style' not allowed
One of the reasons we're spending a lot of time thinking about construct is that we're trying to build materials and models for map makers to use on other maps. We're trying to build a baseline of assets that will act like the Half-Life 2 assets did in Garry's Mod, so that people don't have to re-invent the wheel.