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I don't have the assets still cached on my machine. I don't have plans to fix this map either, but I may remake it in the future to my new quality standard.
Thank you very much for making this, it's a lovely map.
Also, I recommend adding support for square grid
I would wish that you offer all your great placement work in a Memory bag. That would give the option to use it in other workshops much easyer. Here a link, so that you may improve even the way how to implement your maps! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2057376256
That collider belonged to a market stall inside the "Den of Outlaws" bag, was indeed missing, and has been fixed. Let me know if it works now.
If you locate any more missing model or texture links, don't leave vague reports: post the URL of the missing asset, or a screenshot of the error message. Keep in mind that temporarily missing "assetbundles," such as trees and buildings, go missing due to a caching issue in Unity, which I can not fix.
I checked up on the link you mentioned. It's the .obj model of the bushes seen throughout the map. It is a functioning .obj from this mod , and it is not a phishing attempt.
Which of the links were flagged? The majority of the assets in this mod are on the Steam Cloud and on imgur, and those are the only platforms I personally use.
Yes, that's an idea I've had, but implementation is not worth it for me because I am not the author of these buildings (they're from this mod ) and they are assetbundles, an encrypted kind of asset that you can't just pull the model/texture URL from.
To solve the hypothetical issue with furniture up top obscuring placement of miniatures down below, the fix would be to use the in-game Attach tool for the furniture to the current state of the model. So when you're in the Basement state, that's the only time the basement's furniture 'exists.' This lets you fully furnish the top floor too by the same principle.
So the house assets specifically aren't in my jurisdiction. Do feel free to add & message me if you have any more questions.
Of course if it's done this way I'd recommend both A) using few furnishings on the upper floors (so the camera isn't obstructed much when viewing lower floors) and B) setting the server physics to Semi-locked so all loose items in upper floors don't clatter to the ground when you change states.
Truly lots of potential for a seamless city map.