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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:
- Ensure that the central canton is snapped to the grid in 128 (or a suitable factor) unit increments.
- Place a suitable bridge end down for for the central canton.
- Place the other bridge pieces (01 and 02) down as desired.
- 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.
- 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.
Comments
Where are the existing assets
Where are the existing assets being stored? I can't find the files anywhere.
If you mean the architecture
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)
Cheers, Rot! This is indeed
Cheers, Rot! This is indeed what I was after.
I still have the larva lamp
I still have the larva lamp model if needed.
Mwgek
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I might as well claim this
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
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:
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
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
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).
Would someone revoke this
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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