Cities: Skylines

Cities: Skylines

Automated Stacking Crane
31 件のコメント
-presh4k  [作成者] 2024年2月27日 0時34分 
@aymen-212 i dont generally do commissions but i will rework my assets for cs2 anyway.
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.
-presh4k  [作成者] 2024年2月27日 0時29分 
the floor decals are built using various decal packs from the workshop
Can't.Stamby.The.Flamby 2024年2月26日 6時58分 
Awesome !
Also, where do you find those nice floor decal ?
Aymen-212 2024年2月23日 4時16分 
or, could i commision you maybe for it?
Aymen-212 2024年2月23日 3時18分 
hey, i would like to know please, i love your crane but i want to change the color of it, how could i do that please?
-presh4k  [作成者] 2023年4月9日 16時26分 
im planning on making these as fully ploppable segments as in the screenshots in the future but ive never tried anything like this. im making my own containers rn which will have the original brand names and stuff. its alot of work so its taking time. im also going to remake the texture for these as ive gotten a bit better at making more realistic rust effects and stuff like this. so stay tuned :steamthumbsup:

same goes for the other cranes obviously.
Fulanodetal 2023年4月9日 7時25分 
@mellowmallow.
It's not a building.
Fulanodetal 2023年4月9日 7時24分 
@ApollonDriver
Automated is not the same as animated. That's just the name of the crane in real life.
mellowmallow 2022年9月13日 2時37分 
Nice! it would be great for this to function as a warehouse tho
-presh4k  [作成者] 2022年3月6日 8時32分 
also since its multiple props and not just one i have to find a way to coordinate the animations which i dont think is actually possible so it might just fail because of that.
-presh4k  [作成者] 2022年3月6日 8時31分 
i have no idea how to make animations. id have to learn how to make them. maybe i will in the future but i have no plans on it tbh.
mjm92150 2022年3月6日 6時56分 
Hello, I thought it's functional and move it too.
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.
-presh4k  [作成者] 2022年2月1日 8時03分 
"automated" because theres no crane operator. its just how those are called ¯\_(ツ)_/¯
G3NTrovert 2022年2月1日 7時33分 
you might be able to move it with procedural objects though
ApollonDriver 2021年5月15日 6時27分 
the problem is, when you say "automated" it creates the immersion that it's actually functional, animated and not just a static prop.
-presh4k  [作成者] 2021年3月24日 10時34分 
the light props are in the game already. you need either "find it" or "more beautification" for them to be usable in game. those are called airport lights.

for the spreaders you gotta subscribe to my ship to shore crane. they are included in there.
Captainklums 2021年3月21日 11時10分 
Love it! Could you maybe share links for light props etc to complete it? Thanks!
Captain Toof 2020年4月6日 9時01分 
Ahh, ok.
-presh4k  [作成者] 2020年4月6日 8時56分 
what do you mean?
its 3 props you have to place thats it.
theres no animation its just a prop.
Captain Toof 2020年4月6日 8時54分 
animated image how it works.
-presh4k  [作成者] 2020年4月6日 8時53分 
we need what?
Captain Toof 2020年4月6日 1時08分 
we need gif
Cab 2018年11月3日 4時39分 
Oh, I see. I'll do that. Thanks again for share your amazing creations with us. :steamhappy:
-presh4k  [作成者] 2018年11月2日 10時37分 
@cab unfortunately i didnt think ahead and put the spreaders only within the gantry crane pack :steamfacepalm: so im afraid you would need to subscribe to that one in order to have them.
if you subscribed to the gantry then the keyword is "spreader".
Cab 2018年11月1日 17時45分 
Love your cranes, but what's the keyword to find the yellow thing who lift the containers? Anyway, Thanks for share. =]
You Could Do Worse 2018年9月13日 11時09分 
Super! Thanks for sharing.
Skycomb 2018年8月23日 16時35分 
Oh yes, dealt with automated cranes before. Death to labor. But a damn good prop!
-presh4k  [作成者] 2018年8月22日 3時15分 
im not an expert tbh...
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.)
Gèze 2018年8月22日 2時24分 
Your call, but its pretty much solid red and blue metal, so I'm not sure why you'd need a 2k texture for that except if it was baked, which would be a stupid thing to do since you can tile textures on the main model. With 512x1024 max it would look the same.
-presh4k  [作成者] 2018年8月22日 2時16分 
while you are totally right, i think it wont have too much impact given that you have about 20max in a huge city. also its a fairly big asset so the frequency of you dropping these is fairly low.
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).
Gèze 2018年8月21日 15時09分 
2K texture for a prop? That's mental. Even 1K would be too much... It looks nice but that's way too big of a texture for something like this.