Killing Floor 2

Killing Floor 2

kf-badlands-tf2
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Update: 13 Aug, 2018 @ 8:02am

  • General
    • Further lighting adjustments
  • Blue Battlements
    • Corrected the lighting channel of the pipes inside blue building
    • Dirt Road material will no longer cast shadows
  • Red Base
    • Reverted position of Trader Pod to original spot
    • Corrected positions of light fixtures
    • Implemented missing handtruck and mining crate props
  • Red Battlements
    • Adjusted assets below concrete bridge
    • Added missing light fixtures below concrete bridge

Update: 13 Aug, 2018 @ 3:55am

  • The dirt road overlay has been merged with the terrain to address an issue with the Splattermap distorting
    • Additionally four chunks of terrain have been merged into one larger chunk to prevent splattermaps from distorting on the edges of each mesh
    • These changes are mirrored for both red and blue
  • Addressed smoothing issue on dirt road on outer map boundry
  • Additional lighting adjustments

Update: 10 Aug, 2018 @ 6:52pm

  • The Ventilation System in Blue Base now has proper UV channels for Lightmap and Splattermap channels as well as being individual assets rather than one big prop.
  • Addressed two exploits on Blue Battlements
  • Addressed some pathing issues near the small wooden walkway on Red and Blue side.

Update: 4 Aug, 2018 @ 2:29pm

  • Lighting adjustments
  • Addressed light blocker issue

Update: 4 Aug, 2018 @ 9:06am

  • Adjusted several assets in Red Base to improve appearance of Splattermap
  • Merged vent decorations with adjacent walls to address Splattermap issue
  • Corrected material of ceiling in Red Base

Update: 31 Jul, 2018 @ 10:48am

  • Adjusted middle spytech_roofbeam above final point to not clip through wall.

Update: 31 Jul, 2018 @ 2:49am

  • Blue Base
    • Adjust UV on chicken_wire below stairs
    • Merged Toxic Chemical signs with adjacent walls
    • Adjusted the UV and Collision of the following
      • sm_bb2_floor_03
        • The Splattermap has been adjusted so surrounding step has a seamless trail of blood
      • sm_bb2_stairs_01
        • The Splattermap has been adjusted so each step has a seamless trail of blood
        • The UV for the chicken_wire material has been adjusted to be proper size
      • sm_bb2_wall_01
      • sm_bb2_wall_05
      • sm_bb2_wall_06
      • sm_bb2_wall_07
      • sm_bb2_wall_08
      • sm_bb2_wall_09
    • Corrected material on ceiling pipes upstairs
    • Merged vent props to the following adjacent walls
      • sm_bb2_wall_12
      • sm_bb3_wall_10
    • The windows in the primary Blue Spawn are now broken to act as an exit point for a Zed Spawner
      • The current implementation is temporary

Update: 27 Jul, 2018 @ 1:28am

  • Fixed broken item spawner
  • Addressed spot where zeds couldn't path to player
  • Addressed area without blocker

Update: 27 Jul, 2018 @ 12:31am

  • Adjustments to lighting
  • Adjustments to pathing
  • Added many ammo and item pickups and adjusted positions of older pre-existing pickups.
  • Adjustments to Objective Holdout Zones
    • This was adjustments to the blue trail surrounding the objective zones and is purely visual

Update: 26 Jul, 2018 @ 4:56am

  • Addressed holdout objective at Red Battlements being partially visible even when not active.