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Keith at Fertile Soil Productions

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A member registered Dec 19, 2017 · View creator page →

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What textures?  This is just material colors.  If you're getting no color, then you imported them incorrectly.  Need to drag all files together into Unity

I'm glad they work for you.  Have fun!

Thank you very much for that

My apologies but I don't remember the conversation.  I believe you, but I'm sure it's been a while.  If you don't mind, however, I will leave this post up so people at least know the source of the assets and that there are more available.

I released them as CCO, so no attribution was necessary, but I had no idea this tool even existed and was using them exclusively.  The tool sounds like the MAST for Godot people kept asking me to create.  Won't have time to code again until my grandkids are all in school, so I'm glad someone took up the idea.

Thank for the compliments =) .. I've been wanting to revisit this pack and redesign it again.

To answer your question, I do  have a patreon acct at https://www.patreon.com/fertilesoilproductions but I prefer to do business directly through itch.io.  All you'd have to do is either purchase a pay kit or download a free kit and choose the option to donate and the amount you wish.

I love seeing my stuff getting use.  Thanks for sharing.  I hope you rank high!

They are in the "Source" folder in the Unity package.  Since you weren't the first person that couldn't find them, I just added a new ZIP that includes all of the source files for this kit:  Blender source, raw textures, and FBX files.  You can download it separate of the Unity package.

There are no textures with this kit.  They're simple OBJ models with solid color materials defined in the MTL files that you must import along with the models.

These are in OBJ format.  I just google how to import OBJ into Roblox and I got this:  https://create.roblox.com/docs/art/modeling/3d-importer

Google is your friend when it comes to looking up tutorials.  I am just an artist who doesn't have any idea how the Roblox editor works.

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I may have separated them into their own blend file that I thought I included.  If not, you can find the blend file for free just for them in my separate foliage kit.  It's here on itch.  Let me know if you can't find them pls

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Yes.  I have a modular village 2.0 kit close to completion that is built so buildings have interiors, but not sure when it will release.  It's fully textured and will not be free though.  Most people who use these and want interiors use fade and a separate scene for the inside.

Thx

Not sure what that means

If you're asking permission, there's no need.  This is CC0 public domain.  Use however you wish.

If you're asking permission, there's no need.  This is CC0 public domain.  Use however you wish.

The terrain shaders are triplanar and planar and the water shaders are custom, all written specifically for Unity.  Should be easy to find shaders for the terrain in Godot, but water was fairly complex.

You can import the files into Blender.  They're just OBJ's

Ty for the feedback.  Didn't realize.  I thought I had tested it back that far, but it has been a while.

Np.. I am curious, however.  Did you actually try MAST on Unity 2017?  I'm almost positive it would work without any issues.

MAST should work fine on all versions of Unity.  No demo, but things snap together pretty obviously.

Np.  I deleted your earlier reply due to an external link that could potentially be harmful.  Just erring on the side of caution.

This kit is in standard wavefront obj and the scale is correct for Unity units which AssetForge 1 and 2 use.  There is nothing wrong with the models.  There is a forum on the itch page for AssetForge.  I think there's a page specifically for this model kit on there.  I recommend asking your question in that forum.

Sounds like a partial package import.  The models are in FSP/Modular Pixel Forest

If I'm correct that it's a camera orientation issue, then if AssetForge 2 supports generating thumbnails from the other side, that'd be the quickest solution.  Otherwise, you can always rotate the models 180 in Blender, or use some mass model manipulation tool that'll do it more quickly.

AssetForge is probably generating thumbnails looking at the back of the models which wouldn't work with backface culling on.  I spoke with Kenney about creating a mode that turned off backface culling specifically for this kit since it was annoying the use while placing the models and looking at them from the wrong side, but I don't remember it not generating thumbnails correctly.  I don't remember testing this kit with AssetForge 2, however, and maybe the thumbnails are generating from the opposite side now which wouldn't render.  As far as the other kits, I built them as blocks which was less efficient by far, but easier to place.

Then your issue seems to be with importing obj models properly into Unity.  There are plenty of tutorials out there.

In Unity, I used the standard mesh collider to each prefab

I googled "import OBJ into Roblox" and got plenty of results.  I've never used Roblox so I refer you to them.

It's must be from MAST.  The script isn't absolutely needed, so you can select all the models and remove the script at once.

Pretty sure they can.  Just standard wavefront obj models.

Thanks.  I will do that for all my kits that are CC0

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?

Technically you can since they are CC0 but it's considered bad form to also upload unmodified pieces with them.  I would ask that you create a kit of only the pieces you modified, animated, or have to be included for the prefabs to function, and provide a link to this kit for the rest.

Something is bugged with the undo registration.  Restart Unity.  Uninstall/reinstall MAST.  Should fix it.

Looks great!

Eraser is useless atm for most models.  Just use the native Unity method to erase.  To fix pink grid, follow instructions on attaching urp shaders.  Text file is in the main Mast folder.

I have an updated village collection I'm working on similar to my free one but updated like this kit was.  I don't have an ETA.

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.

CC0 Public Domain