It took me a while to make them properly work in Unity especially, so hope they're useful :)
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Heya! Thanks for the suggestions, you're indeed right most is already planned for Asset Forge 2.0;
- Indeed, a dropdown menu has been added and will be in version 2.0.
- We've done some optimizing which makes it possible to create bigger models, the maximum zoom will be much farther away.
- Yep, locking and unlocking as well as hiding/unhiding are both features in 2.0
- Grouping too, copy/paste too. Still looking into exporting options for groups.
Hey! It's indeed a planned feature for the next release, I can't give an ETA though :( I've recently lost my hard drive due to a failure inside the disks which means I lost a lot of progress. I'm working as quick as I can and I'll keep everyone updated on the progress, I can however not give an ETA.
Sorry, that's what I meant. Because the building blocks are public domain a creation using the blocks would be too, unless you decide otherwise on your own creation. I'll always compare blocks in Asset Forge to brushes in Photoshop, the art you create isn't Adobe's (me) property but your own.
Hey! I completely agree with you, non-native file managers are the spawn of the devil.
I've got little choice though, because Asset Forge is also available on Linux which doesn't have a native file browser I have to create my own and use it across all platforms. If I'd support the native file browser on Mac and Windows it means that I'd have two code bases which would slow down development and be prone for bugs.
I will look into this however, because again, I completely agree with you and we should all blame that darn Linux.
Hah for sure! I've upgraded my cloud storage to 1TB, made sure GitHub is properly set-up for all projects and once the recovery disk comes back I'll set-up a RAID with two new drives with a monthly back-up to an off-site drive.
Hey! My assets aren't directly compatible with Asset Forge yet, you'll have to edit them using Blender or other software. Asset Forge 2.0 (free update) will fix this though, and make sure they're all directly compatible. Sorry for this.
This might be an issue related to the model viewer you're using, there's a large chance it might be missing functionality to display multiple textures and materials per model. We only officially support game engines.
So the direction is pretty clear, just like it is now it'll keep being a simple editor for assets. All assets? Certainly not, there will always be limitations especially when trying to keep the interface easy to learn and use. Characters won't be supported, animations won't be supported.
Yeah absolutely! So in that regard there will be a brand new gizmo for quick moving, and of course the new properties pane which is very similar to how it works in Unity. I'm also working on a new "greeble" tool which will basically stick (automatically position and rotate) blocks on other block faces, this is helpful for adding smaller details.
When you export your model it'll also export texture files (PNG), make sure to import them too. Then, drag your OBJ + MTL file (very important) into Unity and it should import fine.
Hope that works!
Yep absolutely, working hard on 2.0. It's taking long because it's a complete remake of the software which will ensure more frequent, and better updates in the future. Stay tuned, 2.0 should be out this year.
Go for it, I just had the idea and quickly wanted to see how it'd work. This is by no means a really compelling or long game and I feel more can be made with the basic idea. Adding a proper inventory, or showing some kind of (emoji, ofcourse) prompts would allow for better gameplay.