Hi.
This is some of the things I have found with the (Sx Town Set) ATM. I will continue to check every asset out for you sir and report back when I am completely done
Here is what I have found at the moment and just (some suggestions) not required, just for player preferences. Oh and you have left an editor file in the town folder. I tried to load it into the editor but it's missing the init.lua file.
I would have liked to see each set by it's self rather than sifting and deleting what I don't need to use. eg:
Sx Town Set, Dark Temple Set etc........
It is good that you have combined all the sets for experienced users but for a beginner, it's a nightmare as a friend said to me who by the way is completely new to LOG 2 I don't know what to delete in case I delete the wrong thing. Yes she should read the .lua files etc... but, some people just want to start using the sets not spend hours figuring how to delete stuff (suggestion only) maybe you could split them up.
(1)
g1_town_doorway_outin2_1
g1_town_doorway
g1_town_doorway_indoor
If you walk through the doorway normaly no problem but if you walk through the doorway sideways there seems to be a glitch, maybe another model.
(2)
g1_town_door_swinging
g1_town_door_swinging_outin2
g1_town_door_swinging_indoor
The doors only open and close one way. Once you open the door and pass through turn around you cant close the door. My swing door you can open and close on both sides of the door.
(3)
g1_town_roof
Would be good if it was a Platform that way the player can walk on top of the roof for say a Quest or another way to enter a locked building (suggestion only).
Also it would be nice to (double side) the texture on the model (suggestion only) you can see the ceiling inside the building eg:
--** Changed so you can see it inside the building **--
defineMaterial{
name = "sx_town_roof",
diffuseMap = "mod_assets/g1/Town/textures/sx_town_roof_dif.tga",
specularMap = "assets/textures/common/black.tga",
normalMap = "mod_assets/g1/Town/textures/sx_town_roof_normal.tga",
doubleSided = true, ---false
lighting = true,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 15,
depthBias = 0,
}
(4)
g1_town_guardrail
The metal texture looks ok but is missing the Metalic look shinning look if you know what I mean. The floor drains have that shinny look and g1_town_pit_trapdoor (suggestion only).