Cities: Skylines

Cities: Skylines

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Large Gantry Crane Orange (prop)
   
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Assets: Prop
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4.173 MB
2017 年 8 月 16 日 下午 9:00
2018 年 6 月 24 日 下午 4:06
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Large Gantry Crane Orange (prop)

在 Kearsarge 的 1 个合集中
Shipyard Assets
84 件物品
描述
By popular demand, a prop version of my Large Gantry Crane.

Updated with reduced brightness/saturation and better texture!

Word of warning: as with all props, this will completely disappear from far out. The LOD will also be used at medium distances, which is really a problem for an asset this large.

I highly recommend using the Adaptive Prop Visibility mod by BloodyPenguin. Or use the building version of this asset.

Model Info:
Hi-Res:
8478 faces
maps 1024X1024

LOD:
513 faces
maps 512X512
5 条留言
Kearsarge  [作者] 2017 年 8 月 22 日 上午 6:59 
@Onoir You're not the only person hoping for Sampson and Goliath. I probably won't do an exact replica of those cranes, but I'm planning a smaller gantry crane that would be more to the H&W proportions, and I'm happy to give it the right livery. I'm avoiding exact recreations, since its not as useful for anyone who doesn't want that exact thing, and I only have so much time to create new models. Livery and color is super easy to change, though, so I'm happy to do requests for that.
Kearsarge  [作者] 2017 年 8 月 22 日 上午 6:52 
@pauljchris Thanks for the info and suggestion! I had been considering the possibility of procedural versions, and it really helps to have someone give a quick explanation to break down some of the barriers. I particularly like the draw distance tweak capability. I'm away from my computer this week, but I'll take a swing at it when I'm home. Thanks again!
Dr. Corklestein 2017 年 8 月 21 日 下午 5:20 
Would there be any chance of the Harland and Wolff cranes in Belfast being created in the future?
pauljchris 2017 年 8 月 21 日 下午 2:38 
This is a great model. Would you consider converting it to a procedural object because your model lends itself perfectly to be used in this way? Symetrical models with uniform textures work really well with this mod. If you do this then the dissapearing model problem goes away as each player sets the draw distance for their own system per asset placed when they put a procedural object in the game. The file size wil go down as well as there is no need to supply a lod model. It also means the end user can texture it to any colour they want while in th game and also scale it to any size they want. Its really easy to set up as well , just load the model into the asset editor, set up the groups of vertices to be appropriate control points , then re-save the asset with the prefix PROCEDURALOBJ in the asset name.
CheekiTrumpeki 2017 年 8 月 17 日 上午 12:49 
These look amazing can't wait to use them.