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AgrarianGameArchive/Docs/Art/AssetLicenses.md
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Agrarian Asset License Register

Every non-original art asset imported into Agrarian must be recorded here before it is used in a playable map, packaged demo, screenshot, or trailer.

Allowed default sources:

  • Fab assets explicitly marked free or otherwise purchased/owned for this project.
  • Quixel/Megascans assets available under the current Epic/Unreal terms for this project.
  • CC0 or public-domain assets.
  • Assets created by the Agrarian team.
  • Assets manually supplied by Nathan with permission to use in the game.

Do not import random internet images, models, scans, or textures unless the license is clear, compatible with commercial game use, and recorded below.

Staging Policy

Asset staging root on the Unreal Ubuntu VM:

/home/nathan/AssetStaging/Agrarian

Expected subfolders:

  • Incoming: newly downloaded or manually supplied assets.
  • LicenseEvidence: screenshots, text exports, or links proving license terms.
  • Approved: assets reviewed and ready for Unreal import.
  • Processed: assets imported, optimized, renamed, and verified.
  • Rejected: assets that should not be used.

Naming Policy

Use project-readable names before import:

  • Static meshes: SM_<Category>_<SpeciesOrObject>_<Variant>
  • Skeletal meshes: SK_<Category>_<Name>_<Variant>
  • Materials: M_<Category>_<Name> or MI_<Category>_<Name>_<Variant>
  • Textures: T_<Category>_<Name>_<MapType>
  • Niagara systems: NS_<Effect>_<Variant>

Examples:

  • SM_Tree_CoastalOak_A
  • SM_Shrub_CoyoteBrush_B
  • MI_Ground_CoastalScrub_Dry
  • SK_Human_FrontierAdult_A
  • SM_Equipment_OvergrownTractor_A

License Entries

Asset Type Source License Cost Imported Path Notes
Native Ground Zero proxy vegetation Tree/shrub/grass placeholders Created in project Project-owned N/A /Game/Agrarian/Environment/Vegetation Generated proxy meshes; replace with licensed/production assets during 0.2.0 visual credibility work.