Fixes additions - #308
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Fixed lighting issues by recalculating the normals, and added sharps in some edges that needed them
Fixed inaccurate collision on most sides of the collision mesh
Fixed a very inaccurate collision model that was too thick and would prevent bullet penetration to work properly. Hit registration was also inacurate, causing projectiles to hit invisible bumps.
In the dlc3 pak, there were 4 textures added in models/props_exteriors/psds, that are twice the resolution of their original counterparts. These versions are unused, because the vmt's still pointed to the original dowscaled ones. This updates the vmt's to point to the higher resolution versions
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By submitting, I acknowledge the topic has been discussed (issues or elsewhere), that I know what is required of compiled assets (CONTRIBUTING.md -> Coordination), and if these are text or script files I'll submit un-modifiied live game files first.
What exactly is changed and why?
-Fixed inaccurate collision on the closed CEDA trailer model. The only time it's used on vanilla campaigns the problematic parts are out of bounds for survivors, but on custom campaigns, survivors can walk up to and bump on the protruding inaccurate areas.
-Fixed inaccurate lighting on console model. Model is not used many times in vanilla game, but it's used in Blood Harvest's finale as the escape radio. When using a flashlight, the model's lighting will appear inverted. So light would shine from the back, and shadows would show up on the front. This recalculates the normals fixing the issue
Is there anything specific that needs review? (Consider marking as a draft.)
Just the two models, (models/props_c17/consolebox01) and (models/props_vehicles/ceda_trailer_exterior)
Does this address any open issues?
No