Killing Floor 2

Killing Floor 2

kf-badlands-tf2
Showing 61-69 of 69 entries
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Update: 28 Jun, 2018 @ 3:23am

  • Pathing

    • Zeds should no longer attempt to walk into a wall by the hatch attempting to walk on the above floor
    • Addressed a spot at ground level where zeds would get stuck attempting to climb spire
  • Addressed some collision issues with Spire
  • Adjusted Max Draw Distance for several assets in Red Base so viewing them from the hatch outside no longer shows a void
  • Adjusted UV Splattermap and Lightmap for Resupply Lockers

Update: 27 Jun, 2018 @ 1:58am

  • Added remaining props, signs and decals to package. Some are still pending placement.

    • Spire
      • Spire now has Splattermaps
      • Adjustments to Spire Collisions

Update: 25 Jun, 2018 @ 2:07pm

  • Fix for blue spawnroom door middle where it is only possible to exit room by crouch jumping due to clearance height
  • Made adjustments to the following assets
    • waste_elevator
      • Added proper collisions
      • Added UV Channel for Splattermap
      • Corrected material
    • industrial_pipe_cluster01
      • Adjusted mesh so Splattermap UV doesn't distort
      • Adjusted collision
    • ceiling_pipe_cluster01
      • Adjusted mesh so Splattermap UV doesn't distort (Again)
    • resupply_locker
      • Adjustments to UV channel to fix a texture issue
      • Adjusted mesh to fix misaligned face
    • spool_rope
      • Adjusted collision
      • Adjusted UV Channels for Lightmap and Splattermap
    • blue_wall_pipecluster01
      • Adjusted UV channels
      • Adjusted mesh
      • Adjusted collisions
    • spool_wire
      • Adjusted collision
      • Adjusted UV Channels for Lightmap and Splattermap
    • sm_gated_barricade_gate
      • Adjusted Materials
      • Adjusted mesh so object doesn't appear to be floating
    • fence512b_alt
      • Adjusted UV Channel
      • Changed material to remove duplicate material
      • It's likely this fence will be replaced entirely next update

Update: 23 Jun, 2018 @ 6:33pm

  • Added Holdout area at Blue Base where final capture point would be
  • All Holdout Objective Areas now have a 45 second penalty timer. This may increase next update as the map is rather large.
  • Adjustments to navigation nodes

    • These adjustments are mostly to prevent AI from jumping over a ledge instead of walking around it normally such as the bridge middle. A zed walk out from underneath the bridge and immediately do a 180 and try to jump the gap. Even though this wasn't technically an issue it looked silly and this is an attempt to stop that.

  • Adjustments to tracks middle
  • Added clustered props for Blue Base
    • Adjustments to ceiling_pipe_cluster0
    • Added handrails in blue base near final point on second floor

      • These are more smoothed out than how they appear in the original source version. Nothing too important about this but more a quality of life change.

    • Added temporary placeholder asset for vents

      • I'm working on an alternative so it doesn't look like vents clip halfway through some walls. In the mean time the original set piece is being used.

  • Note - There's still some missing handrails in Blue Base as I'm in the process of clustering some assets together and modifying them to look better than how they were clipping in the original source map. This isn't a significant change but next update will feature the rest of the assets for blue base at least.

Update: 20 Jun, 2018 @ 1:40pm

  • Several assets have been changed or adjusted to address some small visual oddities
    • Several assets have had the Max Draw Distance adjusted near Red Base
    • The Bridge at middle has had the sections that guide the tracks merged to alleviate splattermaps distorting on seams of mesh
    • Several combined structures in Blue Base has had their materials adjusted to use the proper metalstair material
    • Adjusted size of Skybox
    • Adjusted Opacity Mask Clip Value on several fence materials so the fencing is more visible at a distance
  • Added a few combined props for convenience
  • Removed duplicate assets that were packaged with map from the last update
    • NOTE - This was from ...
      • "Props now have a UV Channel for Splattermaps"
        • Jun 19 @ 12:36am

Update: 18 Jun, 2018 @ 10:36pm

  • Adjustments have been made to the following assets
    • light_occluder adjustments
    • sm_bb2_rock03 adjustments to avoid clipping with light_occluder
    • sm_bb2_wall_13 has had the topside of the wall lowered to avoid unnecessary length.
    • Adjusted Max Draw Distance to various assets in Blue Base
  • Props now have a UV Channel for Splattermaps
  • Added blockers
  • Adjustments to Light Volume in Blue Base

Note - Not all props have been placed and Spire collision still needs adjusted

Update: 10 Jun, 2018 @ 12:31am

  • Blue Base and Terrain now have a UV Channel for Splattermaps
  • Adjusted a few collisions in blue base spawn room
  • The remaining terrain has been reimplemented but still have some adjustments pending
  • Adjusted Max Draw Distance to various assets

Props still have their UV Channels for Splattermaps pending

The five screenshots added are temporary and do not reflect the final version. The new thumbnail is still pending.

Update: 7 Jun, 2018 @ 5:41pm

  • Adjusted sm_t1_rock_formation02 mesh and normals
  • Adjusted collisions of rock formations (t4)
  • Add Splattermaps to 14 terrain assets
    • Implementation of skybox terrain still pending
  • Fixed Lightmap / Splattermap on walls in buildings near middle (1, 03)

Update: 7 Jun, 2018 @ 12:00am

*Attempted to fix workshop ID