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Asset Forge

Create your own 3D models and 2D sprites! Ā· By Kenney

BUG: Wrong UVs used during placement preview of a block

A topic by BrainSlugs83 created Aug 27, 2020 Views: 140 Replies: 5
Viewing posts 1 to 4
(1 edit)

I mentioned this in part of a previous bug (the pressing Shift one -- which is fixed now in 2.1.0 -- thank you!) -- but when previewing the placement of a block, it still shows the wrong (non global) UVs.

I made a gif of it here -- using UVs of a wildly different scale to make it really obvious:
https://imgur.com/a/L9gSnbn

Overall though, this functionality appears to be much improved. šŸ‘šŸ»

I see! Thanks for reporting this, will look into it (again...).

(2 edits)

Thanks man, I feel your pain, and I really appreciate you looking into it (again). šŸ˜…

For the record it's really easy to create one of these blocks -- it's basically the default code in blender -- the UV's for each face are 0.25x0.25 big, so they're zoomed in a lot. -- If you scale the UVs up by 4, the effect is less jarring.

Actually, heck, it's using a free asset from the asset store, so I can just share the tile with you if it's helpful (you may need to be in incognito mode for this link to work -- or you may not need to be -- OneDrive is weird and seems to change on a weekly basis):
https://1drv.ms/u/s!Ah38dpD_TSylnw4wlRPlVHlX0nPZ?e=fh9Mah


Thanks! I've fixed the issue in the 2.1.1 which will release soon-ish. The problem was that I only replaced the material with the correct Asset Forge material on placement, instead of on importing the custom model - oops!

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Iā€™m confused by your other response to another bug ā€“ where you said you removed texture support for custom blocks in 2.1.1? ā€“ So is this fixed or is the support removed?

Textures are supported but differently from the way you were using them, see my other reply.

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