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craig.kerwin

12
Posts
2
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A member registered Dec 12, 2021

Recent community posts

@RG Poly - your assets are fantastic. I bought the 3D pack a little while back, but the name seems to have changed to 3D Mega Pack ... I noticed that the dessert pack is included in the current 3D Mega Pack but I don't seem to have access to it and wondered if I should, before I go and purchase it.

CDheers

Craig

You'll need to update the Assets/FSP/MAST/Scripts/Settings/ScriptObj/GUI.cs file if you use Unity 6:



using System;

using UnityEngine;

#if (UNITY_EDITOR)

namespace MAST

{

    namespace Settings

    {

        namespace ScriptObj

        {

            [Serializable]

            public class GUI : ScriptableObject

            {

                [SerializeField] public Grid grid;

                [Serializable] public class Grid

                {

                    [SerializeField] public float xzUnitSize = 1f;

                    [SerializeField] public float yUnitSize = 1f;

                    

                    [SerializeField] public int cellCount = 50;

                    

                    [SerializeField] public int gridHeight = 0;

                    

                    [SerializeField] public Color tintColor = new Color32(255, 255, 255, 127);

                    

                    public float yPos()

                    {

                        return gridHeight * yUnitSize;

                    }

                }

                

                [SerializeField] public Palette palette;

                [Serializable] public class Palette

                {

                    [SerializeField] public PaleteBGColor bgColor = PaleteBGColor.Dark;

                    [SerializeField] public float snapshotCameraPitch = 225f;

                    [SerializeField] public float snapshotCameraYaw = 30f;

                    [SerializeField] public bool overwriteThumbnails = false;

                }

                

                [SerializeField] public Toolbar toolbar;

                [Serializable] public class Toolbar

                {

                    [SerializeField] public int selectedDrawToolIndex = -1;

                    [SerializeField] public int selectedPaintToolIndex = -1;

                    [SerializeField] public ToolbarPos position = ToolbarPos.Left;

                    [SerializeField] public float scale = 1f;

                }

            }

        }

    }

}

#endif

(1 edit)

Hi

I have followed the instructions outlined explicitly and the plugin will not run. I am using Godot 4.61 but to use this plugin I have Godot Mono 4.6.1 (though also tried with earlier versions).

I downloaded the purchased versions and tried by AssetPlacer for Godot 4.x and AssetPlacer 1.41. Both versions, in a brand new project, give this response:

Unable to load addon script from path: 'res://addons/assetplacer/AssetPlacerPlugin.cs'. This might be due to a code error in that script. Disabling the addon at 'res://addons/assetplacer/plugin.cfg' to prevent further errors.

Frustrating as I don't want to try and set up all my resources in Blender or AssetForge. Would rather work directly in Godot with your plugin.

Just an addition: .NET 6 is no longer support. The only .NET available for ARM 64 architure on the Mac is .NET 10. Outlined here:

https://learn.microsoft.com/en-us/dotnet/core/install/macos

cannot use this paid plugin at all on MacOS .net Godot ... tried 4.6.1 then dropped back to 4.1 ... same error:

Unable to load add-on script from path: 'res://addons/assetplacer/AssetPlacerPlugin.cs

It would be nice to think a paid plugin worked.

If it doesn't have a Collections folder inside the Contents, you can safely create one.

If you want to use SpriteMancer on macOS, I eventually got it to work using Crossover (which means it would work with Wine). I purchased it on Steam, and there is a corrupt file somewhere in there, but my knowledge of Windows is now less than that of macOS. So, I downloaded the demo from Itchy.io, and it worked. I copied the licensed exe file into the demo and updated the resources. I then placed this folder into a working directory on my Mac. Using CrossOver, I created a shortcut using the Run Command option. Now it still had the following error, but it ran:

win32 function failed: HRESULT: 0x80070057 Call: GR_D3D_Device

This told me it had to do with the graphics card. Through experimentation, I found changing the bottle's graphics to GXVK solved the error. If not, then Wine3D will solve it.

Hope this assists.
Craig

I'm trying to use Spritemancer on MacOS on an Apple Silicon M3. get the same error, whether running on Parallels (Windows 11), or CrossOver using Windows 10.

Hi did you ever find a fix? I'm getting the same error on Parallels running Windows 11. have tried administrator mode and compatability for other windows and no luck

Hey Tydorius ... thanks so much for this tool. It works just as expected ... but I have adjusted it so that it will create the TSCN file with the following structure:

Node3D (Name of original FBX file)
   |- MeshInstance3D (as per your script)
          |- StaticBody3D
                |- CollisionShape3D (as ConcavePolygon so it is shrink-wrapped)

Then it saves the TSCN file. I didn't have your email address to send it to you.

Craig

the boy and girl mega packs are great. I have purchased them along with Men and Women. Any chance the Boy/Girl packs can get climb?

Hey Robert


All of your artwork is just brilliant! I would encourage anyone investigating learning the ropes to making a game use your assets! Just fabulous! Also appreciate the range of freebies as well.


CK

Can you export it for macOS?