Of course! They're public domain. I hate to see all the puzzle pieces go to waste though lol
Keith at Fertile Soil Productions
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This was only meant to be external. I should make a medieval interior pack. You'd have to implement a screen fade when entering buildings though.
Textures are down the road. Partial waiting for Assetforge to support custom textures.
I believe you want to modify the built-in materials instead of manually adding your own.
Place a block and its material(s) will show up in the material palette. Modify those to your liking. Do not click the plus sign and make your own material and expect it to automatically apply to anything. Materials you add with the plus sign will always have to be manually painted onto blocks.
When you place a block, the material will look like the original until you actually click to place it. It then gets assigned the updated look.
Also, if you are modifying a material after the blocks are already placed, there is a bug where the blocks don't all update sometimes. What I do to fix it, is make a change I don't plan on keeping, then press CTRL+Z once to undo it. All the blocks using that material are now properly updated with the changes.
The sprite size is adjustable. I definitely recommend AssetForge. A new version will be coming out soon. Kenney's going to be going through a series of mini releases until 2.0 is finally completed.
In my experience, it's all about the poly count of the model file. I can use 2 fairly detailed models as long as I export them separately, but when I export them as 1 .obj, they are solid red. Sure it will be fixed in the next Assetforge.
Of course not! They're public domain so no restrictions on how they're used. I would like to see screenshots of how you use them if you wouldn't mind sharing. I'm on Twitter or the Pixeland discord server.
if that's a real question, the answer is that you will need to duckduckgo some tutorials. Unity has a large community. Also, there are premade game engines that do most of the work for you like uMMORPG
Doublecheck where you're saving it. Make sure you're using the Export > 3D option in the top-right. Also, the filename is defaulted to xxx.model.obj. You can change the name as you save it.
Lastly, don't use .OBJ. instead, use .FBX. The exported .OBJ files don't register materials properly.
After a little research I found that you can split a mesh by material in many 3D modeling programs, including Blender. You can then export each material separately.
That means you would assemble in Assetforge, then use something like Blender afterwards to take Assetforge export and generate a model file for each material. I saw a few videos on this as well.
It may also be possible to generate a png file from the materials and have the model material assignments replaced with uv mapping coordinates. This one I've seen forum posts on, but haven't looked for a plug-in for doing it.
Ouch! Well, I definitely use multiple materials for my models. It sounds like the error message pretty much states that my models will be incompatible.
My apologies. I designed these mostly for Assetforge and Unity and have not tested them on any other platforms.
Currently, if I rename a collection folder or model name, then attempt to load an existing Assetforge file, it gives an error I have to skip for each missing model. The end result is a scene with gaps or just an empty scene. It would be nice to have 2 options on these errors.
Choose new collection folder: would attempt to load all missing model files from the specified folder going forward until it encountered another problem.
Choose replacement model file: would replace all instances of that model with the one with the updated name or location.
Just like how the merge on export option currently works for OBJ, it would also be nice to have a Merge Groups on Export option. I'm referring to groups of blocks that will be available in Asset Forge 2.0. This will allow for easier animation of exported models without having to group certain blocks again later in Unity/Unreal/Godot or model each movable piece separately.