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翻訳の問題を報告
im still not sure if i will update cs1 assets though. maybe... maybe not... im waiting for the editor in cs2 rn. cant say anything for certain until its released.
Also, where do you find those nice floor decal ?
same goes for the other cranes obviously.
It's not a building.
Automated is not the same as animated. That's just the name of the crane in real life.
So, as I red, it's static model.
I am just wondering if you are going to improved as functional and move it too ?
Is going to be great.
for the spreaders you gotta subscribe to my ship to shore crane. they are included in there.
its 3 props you have to place thats it.
theres no animation its just a prop.
if you subscribed to the gantry then the keyword is "spreader".
i dont really know what you mean with that.
if i didnt bake the textures i couldnt have a proper AO on the diffuse texture.
also the normal map would get messed up shwoing normals where there shouldnt be if i made the faces overlap and seed all blue parts from 1 part of the texture.
all faces that are identical in appearance are actually overlapping on the uv map.
(all wheels for example are all from the same part as well as all the "feet" since they are only mirrored version of 1 and the same thing.)
if you compare it to huge buildings it will have about the same density and therefore the same impact on performance.
A "2K" texture just fits my detailing needs perfectly when im creating an asset like this.
its big enough to make pixel-sized details whichis what i want on my assets.
whether you sacrifice a few additional MB of your ram is up to you guys.
if you want better performance you have to get other crane assets (which imo often look too pixelated given the size of these cranes).