Dres Architecture

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Description

See Dres Small Canton Tileset.
See Dres Common buildings Tileset.

Assets for the Dres architecture. Still collecting concepts and arguments on what the buildings/cantons should look like and how they should be arranged.

Should eventually include:

  • Several canton models, similar but distinct. One type per city, so hopefully 7. Should be broken up into several chunks to allow for multiple light sources in the game engine. Should not include a “floor” on top of the platform; if it does, said floor should be optional. May ablso include “2nd level” assets, or those could be just scaled versions of the 1st level.
  • Models for Dres city/stronghold houses. These are basically rectangular, and should come in ½/3 story chunks, and have windows, doors, overhangs, etc
  • Unique “temple” buildings (6-sided, 4-sided)
  • Assorted city clutter: overhangs, platforms, kiosks, ancestor pylons, bridges/walkways, stairs, etc.
  • “Ashlander style” tents, and organic saltwalker tents, architecture


Our old page of Dres Assets, hidden in a spoiler:
 

 


A list of things we needed, hidden in a spoiler:
 

 


Gnomey’s functional concepts:

 

 


For reference, some threads:
http://www.tamriel-rebuilt.org/forum/asset-kit-dres-architecture
http://www.tamriel-rebuilt.org/forum/house-dres-settlements-brainstorming
http://www.tamriel-rebuilt.org/content/dres-assets

 

 

Uploaded archive contains:

  • Textures for the layout of the canton and building texture atlases, along with the current version of the floor texture.
  • Meshes for the canton architecture, including the walls, floors, ramps, bridges, slave pits, and buttresses. Details that will be added to the canton walls, such as decals, plates, and trims are not included in this version. All of these meshes are under the T_De_SetDres_C namespace in the Construction Set.
  • Using most of the canton meshes is fairly simple despite the hexagonal geometry. All of the canton walls, floors, ramps, and bridge ends share a common origin. Thus, the walls and floors of a large canton can be formed by placing one set of the meshes (for a single side) at the same point and then duplicating/rotating them around in 60° increments. Changing one side of a canton to a variant simply requires deleting the wall (and possibly the floor) of that side and placing the desired meshes in the same location. Placing a canton on top of another involves putting the canton at the same XY coordinates as the bottom, but moving it up 1024 units.
  • The most complex of the meshes to place are the middle pieces of canton bridges (T_De_SetDres_C_Bridge_01 and T_De_SetDres_C_Bridge_02). These have their origin at their center to permit flexibility when constructing Dres settlements. Snapping them along the X and Y axes is simple enough, but the hexagonal structure of cantons leads to somewhat more complex cases. To deal with these:
  1. Ensure that the central canton is snapped to the grid in 128 (or a suitable factor) unit increments.
  2. Place a suitable bridge end down for for the central canton.
  3. Place the other bridge pieces (01 and 02) down as desired.
  4. Place the other bridge end at the end of the bridge. Because it shares an origin with its respective canton, place the desired canton down at its coordinates.
  5. Move and rotate the entire bridge and the new canton to the side of the central canton that you want them to be connected with, using the bridge end for the central canton as the object whose coordinates will be used for gridsnapping.
  • The building accessories and unique building meshes are under the T_De_SetDres_X namespace in the Construction Set, just as the normal buildings will be. Like the slave pits, the bay and silo are instead placed under the canton namespace given that they use the canton atlas heavily and will always be placed alongside cantons, never on them.
  • An image (and description if necessary) of a normal building can be sent to me so that I can make a single building mesh using the modular parts in Blender. An archive containing a .blend file of these meshes has been included here if needed.
  • The modular meshes for the Dres buildings are (with one exception) designed around a 256 gridsize. There are three kinds of roofs (one concrete variant and two floor variants) and two kinds of walls (a base for the lowest level of a building and a simple wall for higher ones). The meshes are divided amongest Universal, Bottom, Middle, and Top collections. The Bottom, Middle, and Top collections contain inner and outer corners for each of the three stories that a Dres building can have. The Universal collection contains the straight side pieces; aligning one with the corners of the mid or top levels simply requires moving it in 32 unit increments. Given the impossibility of getting the roofs to work nicely with modular buildings, no meshes for filling in the roofs have been included. The roof of a building will be implemented properly when the building preset mesh is created.
    AttachmentSizeDate
    File T_De_SetDres.7z145.46 KB2022-09-07 02:58
    File Modular Blender File.7z856.87 KB2022-08-20 05:51
    File Non-Modular Blender File.7z1.15 MB2023-02-11 10:25

    Comments

    If you mean the architecture

    Rot's picture

    If you mean the architecture assets by MWGek, I've attached what I think are the only extant files ^
    (edit: found more! the older 2011/12 files by Nalin and TheWarder might be earlier versions of the same assets? but added them too)

    I might as well claim this

    Mwgek's picture

    I might as well claim this then. Got functional cantons. Combing this with a reworked modular common set (which can also be attached to the side of the cantons). Currently working around a way to connect them in a visually satisfying way. Going to export them in 60 degree chunks to accomodate for the ligt sources. Once bridges and ramps are done things will go quicker, like pillars, doorways, etc.

    All canton meshes are snapping on 128 grid and 60 degrees. Bridges and ramp are snapping on Z-axis and roughly attach on the side of the cantons, but need manual optimalizations. Hope to have a very WIP WIP WIP file up this weekend, since I'm abroad for work next week.

    Mwgek
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    WIP 0.1

    Mwgek's picture

    Uploaded a very WIP file (dirty, incorrect filenames & uncleaned models). Has a testcell (aaa_tr_dres) with the cantons set up. Textures are created quickly just to get a view at the color scheme. Everyting snaps with 64 and 60 degrees for cantons and 90 for the buildings. Some things I noticed:

    1. The main wall need to be darker I guess.
    2. The pillars need to tapered or widened when they extrude further out of the canton. And could use some decoration
    3. Bridge & ramps over the trim look weird and moddy. Gonna try a canton side model with a cutout of the trim so the floor can be about the same level as the the canton with a small step/ramp.

    Next week I won't be working on this since I'll be afk. Please tell me if the shapes/colors are correct. I could also use some input on the decoration on the trims.

    Mwgek
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    Uploaded a WIP with cantons

    Mwgek's picture

    Uploaded a WIP with cantons and basic snapping buildings and pillars. Made an ESP so you guys can cobble the stuff around in the CS. Doesn't need master files.

    Let me know what you think.

    Mwgek
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    This looks awesome. Some

    Cicero's picture

    This looks awesome. Some textures are way too dark I find, and the hexagon details on the floor bit too small. But yeah the textures on a whole are great, liking the almost glowing effect on the structures. The doors look cool as hell. I really hope development on this continues. Because this is really cool. Some whole house models to be made out of the meshes here should be pretty easy, then merge them just like with the Hlaalu manors. 

    This solves the texture issues I noted earlier: https://www.tamriel-rebuilt.org/asset/dres-building-blocks
    Just it doesn't have all the models this asset page does (like doors and windows).

    You won't win
    With your standards so high
    And your spirits so low

    Would someone revoke this

    Mwgek's picture

    Would someone revoke this claim from me please.

    I did work on some canton stuff, but nothing final that worked out okay. Hard to pull off good looking with such a basic geometry and the purple makes it even worse.

    Mwgek
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