It is a known bug. It will be fixed in the next version of MAST. No ETA yet.
Keith at Fertile Soil Productions
Recent community posts
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.
Anything I put up for free is public domain and can be used for any purpose. Any pay packs I have would not be able to be redistributed, even in a modified format like you use. They are intended only for immediate use in a finished product. If you want to use a pay pack for redistribution in any format, we would have to work out a licensing fee.
I can see the value in this idea. I should also come up with a better way to swap between holder GameObjects. That's for later though.
I have been working a full time job with no days off for the last 3 months so I haven't been coding on MAST since then really. I will add your suggestions to the TODO list. Both are easy enough to accomplish and should make it into the next release.
Decided to create these on a whim. There is an untextured version of the models that work perfectly within AssetForge 1 and 2.
They are CC0 public domain - completely free for use or modification in any way you want.
Yes. Normals are flipped on the cave top corner. I've been meaning to fix it. The kit in general isn't user friendly for the caves in general. You should really create some assemblies in MAST with premade sections. As far as creating samples or tutorials, I'm not going to be dedicating any more time to this kit. The new modular terrain kit will be much easier to assemble whenever it gets finished.