Yes
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Recent community posts
If anyone who participated is making a blog post, Youtube video, or has an archived livestream about their experience with Kenney Jam please share it here. I've seen lots of comments along the lines of "This is the first game I finished" and would love to share those stories and any words you may have about what you've learned.
The Kenney-Pixeland Monthly update is a short re-cap of the goings on in the official Pixeland Discord as well as with official Kenney productions such as asset packs, Kenney games, and Asset Forge. Not surprisingly in the newest edition Asset Forge, being the major project of the past few months and having finally released, was heavily featured. This coverage extended to creations made by community members and shared right here on this board.
Read the post here to see what was said and to see other upcoming non-Asset Forge releases and events.
Nice set, I'm liking it.
On your next update check the material names and remove _(Instance) . All of your blocks share materials which is awesome and makes things easier, but that change will make them share materials with blocks placed from the Aircraft set.
I can't wait to see what gets made with these. Again, Good Job.
What you're looking for is Here.
Additionally anyone can make their own blocks and add them.
I've successfully run Asset Forge on some older office PCs on medium and lower settings without much issue at all. Kenney even moved from rendered and animated previews to pre-rendered static PNG images for previews to reduce some overhead.
Your CPU being a low powered notebook unit with weaker integrated graphics is probably the issue here. You can't swap the chip and adding an external GPU is probably an expensive and technical endeavor. Your best bet for getting more power from that computer will be adding Ram but there's no guarantee that it will help with AF as your system likely has very limited graphics capability and GPU allotted memory. I've heard of someone with a Macbook Air having performance issues too. The Air is also based on a low power Atom CPU.
Try this [Techium Eclipse] it's a Game Jam entry by Kenney that also uses Unity as the engine and assets built with some of the Asset Forge pipeline before it was Asset Forge.
I know this is probably not what you want to hear but a "new" PC may be in order. Really the requirements for Unity and Asset Forge are not that heavy so there are plenty of older PCs that can run it if you're not willing/able to build/buy a new PC for this task. Pick a processor, type it into ebay, then choose Desktop and All-in-ones and you'll find plenty of prebuilt systems. Don't get an Ultra Small Form Factor and try for a tower if possible because it will be easier to find a GPU if you need one later.
you only see each face of the cube from one side so that's the direction of the normal, in your case you can see the back of each face too but without a normal pointing back light only reflects off of the outside.
I uninstalled SketchUp so I can't check your SketchUp file but I could probably build a working obj or fbx in Blender if you don't understand.
That is correct, it eight views from three isometric angles, a direct top down and (I think) eight views from a straight on angle (Front, left, back, right and all the in betweens).
Kenney is also adding a snapshot feature, but that's not really placing the camera and exporting for yourself as it still has a background.
By and large Asset Forge was made for people like you, so fear not.
Chances are you won't have to make or import custom 3D blocks. There are some incredible examples made 100% with default blocks arranged in creative ways. If you do find yourself needing a custom block there may be something very like it out there in a custom pack by the time you need it, and if that doesn't work there are tons of tutorials out there for 3D modeling software. What's "easy" for one person may not be easy for another but there are entire Youtube channels dedicated to teaching Blender or Sketchup or Rhino or... you get the idea.
No, you can not import 2D objects. There's a somewhat hacky way of importing a PNG as a texture on a material but that's out of scope for this. If you buy the program and really need this functionality and Kenney hasn't added custom textures at that point ask here again and I'll show you how to do that.
Custom textures are in the works but as of now (V1.1) there is not a direct way through the Asset Forge interface. Soon
Right now Asset Forge essentially takes a picture of your 3D asset from any number of angles and exports that as an PNG for your 2D asset, so if your asset is not built in a pixel art style your PNG will not be.
I'm here to teach you how to make your custom blocks use the default materials from Asset Forge instead of making a new set of materials for each custom block you create and import. This is especially useful if you're building a set and want consistency across your pieces instead of having to change properties on each block.
The first thing to know is that Asset Forge will automatically use a material if the name already exists, otherwise it will create a new material. If you're making a set and want all of your parts to share some materials make sure you use a consistent name when naming the materials.
The second thing to know is that Asset Forge has a number of built in Materials. If you're building a block set that should integrate with the Vehicle pack, for example, you'll want to use the same material names and properties. Having the same names means that you'll share materials with the default assets, and having the same properties means you won't overwrite any of the default settings should you place your block first. Asset Forge takes the properties of the first material with a name and makes that material, all subsequent assets placed using that material name will inherent the properties of the existing material.
Below is a list of some of the default materials and their common usage. There are probably more that I've not yet found.
_defaultMat - The default white material
tire - Used on tires, roof racks, and many grey/black blocks
blueSteel - The blue material applied to the majority of vehicle and aircraft parts
orangeSteel - The tops of cars and hood/bonnet covers
glass - It's glass
wood - Used mostly in the buildings packs
The easiest way to make sure you're using the same matrials is to check the materials in your 3D modeling program of choice. Sometimes when importing an object the modeler will like to append to the material name so you'll get something like _defaultMat.001 Just change the material name.
A surefire way to ensure you have the same material name and properties is to open your .mtl file and copy/paste the default proterties used in Asset Forge. The properties of the above materials are below:
newmtl _defaultMat Ka 0.000000 0.000000 0.000000 Kd 1 1 1 Ks 0.330000 0.330000 0.330000 newmtl tire Ka 0.000000 0.000000 0.000000 Kd 0.2980392 0.3137255 0.3647059 Ks 0.330000 0.330000 0.330000 newmtl blueSteel Ka 0.000000 0.000000 0.000000 Kd 0.02745098 0.4 0.6941177 Ks 0.330000 0.330000 0.330000 newmtl orangeSteel Ka 0.000000 0.000000 0.000000 Kd 1 0.6117647 0.3529412 Ks 0.330000 0.330000 0.330000 newmtl glass Ka 0.000000 0.000000 0.000000 Kd 0.2980392 0.3137255 0.3647059 Ks 0.330000 0.330000 0.330000 newmtl wood Ka 0.000000 0.000000 0.000000 Kd 0.7843137 0.6156863 0.5176471 Ks 0.330000 0.330000 0.330000
If you had different material names you will need to open the .obj in a text editor and modify the "usemat ..." line i.e "usemtl _defaultMat.001" -> "usemtl _defaultMat"
Help, my blocks are shiny!
Your faces are probably sharp, or that's what I've experienced.
In Blender do the following:
Import your obj, delete the default cube if necessary
Right Click to select the obj
Press [TAB] to enter edit mode
In the left pane select the "Shading/UVs" tab
Click the button labeled "Flat" under the Faces: heading
Export your fixed model.
If you have any questions or suggestions on this process please leave a reply below or pop on over to the Discord and I'll try to help.
In 1.0 clicking Open added the model to the project but now it's been fixed to wipe the project clean then open the model so there are no odd block sitting around.
With a project I'm working on the old method works better, and with the added ability to select multiple parts of a project being able to import a model, move it, then import another will make taking in-app screenshots of complete projects much easier for showcasing projects.
Teddyoh,
Here's the whole pack with issues 1 & 3 resolved, no more shiny surfaces and the blocks share default materials with the built in packs. If you don't think you'll have the time to expand on this I'd be glad to work on alignment issues a bit over the weekend.
This is an awesome pack and really expands the vehicle selection. Thanks for taking the time to make and release it.
I think I've worked something out for the Materials, I've got the first item (Barrel) to share the bluesteel material with the default pack.
See it here
If you get a chance hop on Discord and I'll explain the process.
This is pretty awesome.
I've been working with a pack as well and matching alignment is something I didn't think about until part way in either.
I'll try in Blender but it may be that you can set your material names to match those of some of the default blocks to avoid making a bunch of new materials.