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Asset Forge

Create your own 3D models and 2D sprites! · By Kenney

Refine building tools

A topic by Trivikrama created Jun 10, 2020 Views: 508 Replies: 7
Viewing posts 1 to 7

I was looking for a program like Asset Forge for some time and I'm impressed with the possibilities, but also I find this program is only suitable for small scale creations at the moment. I would love to create large complex structures fast, and there are few things really stopping me to do so:

1. Constantly clicking back on the shape in the menu when a single block is placed is tedious. (Formatting a block could be activated by pressing a key or a button in the UI.)

2. No way to rotate blocks fast before placement. (Two keys could rotate a block 90 degree forward and back. Other two change the axis same way. Custom step rotation could be set for the keys if needed.)

3. I can't move the camera just up and down. (right Shift and right Control key could be handy to do that.)

4. No option to select, copy, paste, rotate, mirror a group of blocks. (This can be a big time saver)

5. I can't form a line or a wall from multiple blocks in one move. (Forming custom size columns from a single block is not the same. I can't remove pieces from it later and for large structures that is often necessary)

I'm writing this because I'm using a very similar system already for years. This is the creative mode of the Empyrion Galactic Survival game, and I can create lot things, unfortunately exporting the 3D models not supported. I'm only a hobby artist and I'm certain I could do better things in Asset Forge, with more advanced and user-friendly tools. (perhaps 10-20 times faster than at present) For example these buildings took me 5-8 days to make in the above mentioned game:


Just want to confirm the Asset Forge version you're using, a lot of the features you mentioned are in there. Are you still on 1.3 by any chance?

(3 edits)

I just checked out the latest 2.0 preview. I'm  very happy to see the rotation is working, the space is very handy to rotate, I do not feel I miss much another key to do it backward. Actually I have to admit rotating after a block is placed have its own advantages. (Still I miss a key to change the axis by one hit.)

I found few bugs almost instantly (I was using the primitives):

- When I paste a block, the block often appear well away from the mouse pointer.

- When I try to place a block beside another, sometimes that block just enter to the other. Like nothing there.

- If I place a block and rotate with the space key 90 degree all fine, but when I change the axis the block is off.

Another thing. For example on the shadow side of a structure hard to see the edges. Otherwise I'm happy to see the progress. I will spend more time and keep you posted.

When I paste a block, the block often appear well away from the mouse pointer.

Each block has its own pivot point, objects like walls appear on the side of a tile instead of the center. This will make it easier to quickly create buildings, not having to manually move walls after placement. Other blocks similarly have different pivot point, like wheels.

When I try to place a block beside another, sometimes that block just enter to the other. Like nothing there.

You can hold ALT when placing a block to make sure it is the same height as the face you're currently pointing at, you can also use G to align it to the face you're pointing at.

If I place a block and rotate with the space key 90 degree all fine, but when I change the axis the block is off.

Not sure what you mean by this, could you try explain it a little differently?

I build a 20 blocks high column from cubes. I select and copy the top block, then paste. It will appear 20 blocks up away from the mouse pointer. This is not practical.

I do not understand the benefit to use the G key just to be able to place a block to the face of another, especially when I'm amble to build freely on tops, and along the grid.  I have a big issue when I use the G. The blocks move smooth, not jumps one block steps like on the grid, so I can not count distances vertically. Just let say I built a wall, and I want to place on the side blocks 7 blocks high, and 6 blocks distances from each. How can I do that fast and precise?

I place a cube, I rotate it along the Y axis 90 degree. It stays in the tile of the grid, look like not even move. This is perfect. If I change the axis to X or Z and rotate the cube it moves out of the tile of the grid, and rotate in the same time. The axis of the X and Z rotation is not the center of the object. Basically it rotate and move in a circle in the same time. Like Earth rotate and same time circle the Sun.

Use PgUp/PgDown to move the grid to where you are working.

(2 edits)

That is working but I'm also back to square one. Not a fast way to create large complex structures.

I have more issues, like no way to tell if the block is placed or not. In games (Minecraft, 7 Days to Die, Empyrion) the unplaced block appear as a semi transparent  or we can call it a ghost block. Seeing what is behind before placement is very useful.

Camera movement also an issue for me in tight spaces. It is designed in mind to rotate and see an object from outside. Work for that purpose, but let say I build a structure with tight corridors and rooms and I wan to work from inside. It is very hard to move around and keep the camera inside. The type of first person camera movement like in the above mentioned games can solve this issue.

I think I quit on this point, and maybe check back some time. I do not want to look rude or a smart ass. I just used more fluid systems to create and hard to change.

I agree with Trivikrama, the controls are not providing an optimal workflow to me.
I would love to see a mix of controls from unity and affinity photo that would be great, both are easy to pickup and the shortcuts are easy to remember.