Cities: Skylines

Cities: Skylines

Automated Stacking Crane
31 comentarii
-presh4k  [autor] 27 febr. 2024 la 0:34 
@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  [autor] 27 febr. 2024 la 0:29 
the floor decals are built using various decal packs from the workshop
Can't.Stamby.The.Flamby 26 febr. 2024 la 6:58 
Awesome !
Also, where do you find those nice floor decal ?
Aymen-212 23 febr. 2024 la 4:16 
or, could i commision you maybe for it?
Aymen-212 23 febr. 2024 la 3:18 
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  [autor] 9 apr. 2023 la 16:26 
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 9 apr. 2023 la 7:25 
@mellowmallow.
It's not a building.
Fulanodetal 9 apr. 2023 la 7:24 
@ApollonDriver
Automated is not the same as animated. That's just the name of the crane in real life.
mellowmallow 13 sept. 2022 la 2:37 
Nice! it would be great for this to function as a warehouse tho
-presh4k  [autor] 6 mart. 2022 la 8:32 
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  [autor] 6 mart. 2022 la 8:31 
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 6 mart. 2022 la 6:56 
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  [autor] 1 febr. 2022 la 8:03 
"automated" because theres no crane operator. its just how those are called ¯\_(ツ)_/¯
G3NTrovert 1 febr. 2022 la 7:33 
you might be able to move it with procedural objects though
ApollonDriver 15 mai 2021 la 6:27 
the problem is, when you say "automated" it creates the immersion that it's actually functional, animated and not just a static prop.
-presh4k  [autor] 24 mart. 2021 la 10:34 
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 21 mart. 2021 la 11:10 
Love it! Could you maybe share links for light props etc to complete it? Thanks!
Captain Toof 6 apr. 2020 la 9:01 
Ahh, ok.
-presh4k  [autor] 6 apr. 2020 la 8:56 
what do you mean?
its 3 props you have to place thats it.
theres no animation its just a prop.
Captain Toof 6 apr. 2020 la 8:54 
animated image how it works.
-presh4k  [autor] 6 apr. 2020 la 8:53 
we need what?
Captain Toof 6 apr. 2020 la 1:08 
we need gif
Cab 3 nov. 2018 la 4:39 
Oh, I see. I'll do that. Thanks again for share your amazing creations with us. :steamhappy:
-presh4k  [autor] 2 nov. 2018 la 10:37 
@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 1 nov. 2018 la 17:45 
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 13 sept. 2018 la 11:09 
Super! Thanks for sharing.
Skycomb 23 aug. 2018 la 16:35 
Oh yes, dealt with automated cranes before. Death to labor. But a damn good prop!
-presh4k  [autor] 22 aug. 2018 la 3:15 
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 22 aug. 2018 la 2:24 
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  [autor] 22 aug. 2018 la 2:16 
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 21 aug. 2018 la 15:09 
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.