SINOLINKING WASH PLANT - DIRT AND WEAR REVISION 0.9.0.1

Reworked the broad painted panels, hopper, frame and collector with physical
texture sizing, fine irregular deposits, edge buildup, short runoff from upper
seams, restrained edge wear, and separate dirt roughness and sub-millimetre bump.
The old elongated vertical noise layer and broad dark camouflage patches are
removed. Fine grain fades when it becomes smaller than a screen pixel.

The existing motor dirt shader is preserved. The progressive processing-only
dirt accumulation, saved dirt amount, game logic, IC controls, generator/water
connections and dark sluice slurry remain as in the installed 0.9.0.0 build.

The four remaining ASCII mesh assets were saved by GIANTS Editor 10.0.14 as
binary meshes. The platform collision data was cooked and saved. A fresh load
of the complete assembled plant with full dirt enabled on 617 shapes produced
zero asset warnings and zero errors. Geometry hierarchy and physics attributes
are preserved; GIANTS remapped internal mesh, material and node IDs when saving.

Reload the savegame after replacing the mod ZIP. Existing dirt accumulation
will use the new appearance. A newly purchased plant starts clean and becomes
dirty while processing PAYDIRT. Live in-game appearance is for user verification.

The accompanying Blender renders show an equivalent material design. The FS25
mod uses the included native shader, which was also checked in GIANTS Editor.

Tutorial/reference methods reviewed:
Gleb Alexandrov / Creative Shrimp: layered base, rust, edge scratches and
consistent box/object-space texture sizing:
https://www.creativeshrimp.com/how-to-make-a-grungy-metal-material.html
https://www.youtube.com/watch?v=6mbo474uhOA
Blender Guru: localized grunge accumulation in protected cracks and corners:
https://www.blenderguru.com/posts/how-to-grunge
