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MaciejFilipow
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+Bollards - Bollard01, Bollard02;
+CCTVCameras - CCTVCamera01, CCTVCamera02;
+LightCurtains - LightCurtains;
+ModularFences - High/Low;

+Bollards - Bollard01, Bollard02;
+CCTVCameras - CCTVCamera01, CCTVCamera02;
+LightCurtains - LightCurtains;
+ModularFences - High/Low;
@MaciejFilipow
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MaciejFilipow commented Aug 13, 2025

Checklist Bollards:

  • All names are in English
  • Meshes, sub-meshes and textures following naming conventions
  • Z is up, X is forward
  • Flat hierarchy in model (no nested sub-meshes)
  • FBX lives next to “Materials/Textures” directory and all textures are in “Materials/Textures”, without additional extra directories
  • Pivot is set accordingly (different for steerable objects, and different for non steerable object)
  • Textures are max 4k x 4k
  • Transparent materials have alpha value set to ≠ 1.0
  • No unused materials/textures references are exported in FBX

Checklist CCTVCameras:

  • All names are in English
  • Meshes, sub-meshes and textures following naming conventions
  • Z is up, X is forward
  • Flat hierarchy in model (no nested sub-meshes)
  • FBX lives next to “Materials/Textures” directory and all textures are in “Materials/Textures”, without additional extra directories
  • Pivot is set accordingly (different for steerable objects, and different for non steerable object)
  • Textures are max 4k x 4k
  • Transparent materials have alpha value set to ≠ 1.0
  • No unused materials/textures references are exported in FBX

Checklist LightCurtains:

  • All names are in English
  • Meshes, sub-meshes and textures following naming conventions
  • Z is up, X is forward
  • Flat hierarchy in model (no nested sub-meshes)
  • FBX lives next to “Materials/Textures” directory and all textures are in “Materials/Textures”, without additional extra directories
  • Pivot is set accordingly (different for steerable objects, and different for non steerable object)
  • Textures are max 4k x 4k
  • Transparent materials have alpha value set to ≠ 1.0
  • No unused materials/textures references are exported in FBX

Checklist ModularFences:

  • All names are in English
  • Meshes, sub-meshes and textures following naming conventions
  • Z is up, X is forward
  • Flat hierarchy in model (no nested sub-meshes)
  • FBX lives next to “Materials/Textures” directory and all textures are in “Materials/Textures”, without additional extra directories
  • Pivot is set accordingly (different for steerable objects, and different for non steerable object)
  • Textures are max 4k x 4k
  • Transparent materials have alpha value set to ≠ 1.0
  • No unused materials/textures references are exported in FBX

@knicked
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knicked commented Aug 13, 2025

I was able to successfully load the assets into an o3de project and they look good to me

image

+FireExtinguisher01 asset, prefab,textures
@MaciejFilipow
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+FireExtinguisher Asset

Checklist FireExtinguisher:

  • All names are in English
  • Meshes, sub-meshes and textures following naming conventions
  • Z is up, X is forward
  • Flat hierarchy in model (no nested sub-meshes)
  • FBX lives next to “Materials/Textures” directory and all textures are in “Materials/Textures”, without additional extra directories
  • Pivot is set accordingly (different for steerable objects, and different for non steerable object)
  • Textures are max 4k x 4k
  • Transparent materials have alpha value set to ≠ 1.0
  • No unused materials/textures references are exported in FBX

@PiotrRzRobotec PiotrRzRobotec self-requested a review August 18, 2025 13:22
@pawelbudziszewski pawelbudziszewski self-requested a review August 21, 2025 09:48
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Opacity -> blended gives a more laser-like look

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Please remove colliders from laser beams

- Remove RobotecWarehouseMiscellaneous gem
- Move LightCurtain, Bollard02 assets to RobotecWarehouseBarriersAndCagesAssets Gem
@pawelbudziszewski
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Fences moved here: RobotecAI/robotec-generic-assets#10

@pawelbudziszewski pawelbudziszewski marked this pull request as draft September 29, 2025 13:48
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3 participants