Would like to help but not enough info really. No clue what kubikos is. In general, I'd select the existing level to find its world position. Maybe move the existing level so the floor top is at 0,0,0?
Keith at Fertile Soil Productions
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Honestly, this is not a MAST bug. This is a Unity question on how to import OBJ models. Just have to drag and drop them into a folder in Unity. The materials are just plain colors and are embedded within the models. It is possible to mess up the materials if you try to change them in the model itself, and need to reimport them.
Just use MAST to create the prefabs instead. If you tried and stopped the process, then delete the subfolders MAST created inside your model folder and do it again. Good luck.
Thank you. You can find me through my Discord server https://discord.gg/eMKJ5U5. I rarely take custom projects, but I will hear you out =)
Just removed the price tag for https://fertile-soil-productions.itch.io/nature-props and I now release them under public domain CC0.
MAST doesn't exactly import meshes, unless you're referring to the tool that creates prefabs out of your models. There are some known bugs with that tool, but you can create your own prefabs without it. Also, if you started trying to create prefabs and received an error, you need to delete the materials folder it created before trying again.
If you're not using MAST's prefab creator and still getting errors, then I recommended deleting all files in FSP\MAST and reinstall MAST from scratch. I made some naming changes to classes over different versions and old with new files together, you can get errors.
If you need further help, you can reach out to me on Discord:. https://discord.gg/eMKJ5U5
Good luck!
Keith at FSP
I create, delete, and recreate until they look right and work geometrically as modular assets. I also have tons of archived failed attempts to make the packs on here. Lastly, I use moment of inspiration which is more CAD-like. It allows me to build in exact numbers more easily, something very important in modular design.
Sounds like something was done to the models after importing that removed material data. I would recommend deleting the models in your Unity project, then dragging the models directly from the folder into your unity project and try again. I've imported this collection successfully. Also, this is a MAST question. Might be better in forum for that tool or on the Discord server.
First off, thank you for the wonderful compliments, about this kit and MAST! As far as the merge mesh feature in MAST, I'm aware of this and a few other bugs, and it is eventually getting a major redesign. You can report any other bugs at https://discord.gg/eMKJ5U5
Medieval houses didn't have windows at the base levels where they were stone. Stone walls were to protect from thieves, raiders, and the elements. I don't plan on adding anything else to this kit. I am making a new medieval village kit as we speak, but it will still not have windows in the stone sections. However, since everything is textured, you will be able to simply paint stone into stucco to achieve this look. I don't have an ETA because... feature creep.
Partially. All of the models are in FBX format and the original Blender file is included. However, as the description says, I use triplanar and other shaders for terrain and water. Also, AssetForge currently ignores all uvmapping and just generates it's own, which means you would have to stick with solid color shading which should work for almost all models. Lastly, AssetForge is really meant for putting blocks together to make other objects. Kenney has made it very clear that it's not intended for assembling major scenes.
If you are using Unity, you can use the Modular Asset Staging Tool (MAST) that I mentioned in the description. It's completely free. A full Unity package is included in Modular Terrain 2.0 with everything already in prefabs, tons of more advanced assemblies of the models, and 3 sample scenes. Also, the prefabs have MAST scripts attached that will tell MAST how to handle them (i.e. Randomizations that swap out trees/rocks/etc, rotate, flip, and scale them, without deforming them badly, Raycasts that make sure props are placed flush to the terrain, and specifications that tell MAST how the should rotate and be placed to fit perfectly.) A lot of work was put into making this kit easy to put together. I even added colors to the parts of the models that won't be visible, to show what should match with what.
I know this answer was much more than you asked about, but I wanted to leave this information up for anyone else who may have a question about these other things.
I used Normal directional light + Gradient-based global lighting + Post processing effects for ambient occlusion and color grading. I recommend downloading Unity, creating a new project, add the post processing package, and then import the modular terrain 2.0 kit. That way you can see the lighting I use in more detail.