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Nahlásit problém s překladem
This is the last thing i'm gonna say about filesizes, as the topic is riddled with misinformation and wrong assumptions on how the assets and the TMT work. This will also just lead to the quality level dropping to near-zero if people keep complaining about 4MB assets that are on-par with original vanilla assets in terms of texelation, mapping and quality-of-use.
The only thing i actually really changed in my workflow since starting with creating assets is,
i added another compression step on top of the ones already in use, narrowly scratching on significant loss of quality.
Long story short: The Workshop items are free but most asset creators (funnily the ones who really make an effort to keep things performant and small) get bullshit for it. Will just accumulate into more and more creators leaving for good. And in two years or so people will wonder how stupid they were being when they realize we actually did wonders under the given circumstances.
You can download assets that are smaller than 200kB and still they could cause major lag in the game (bad LODing, poor mesh-layout). Also most objects in the workshop use different combinations of texture maps, some only have like 2 or maybe three maps, others use the full arsenal. And 7+ Texture maps are just naturally bigger in size than if it were only 3.
Point is, if i leave out all the maps except for the diffuse color, people are gonna complain because the object is all-shiny, or they complain because there's no ridges in the wood.
Or they complain how they can't recolor anything. (If you add maps for the recolorisation slots, the filesize goes up exponentially after it has been processed within the TMT tool, even though the maps themselves are like 3kB in size)
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