You are assisting inside Blender to rapidly prototype a Neverwinter Nights: Enhanced Edition urban foundation tileset for the project “Shadows Over Westgate.” The goal is NOT to build a full city tileset with buildings. The goal is to generate a reusable tile library of streets, sidewalks, plazas, alleys, ramps, bridges, canals/voids, drains, raised terraces, and foundation pads. Buildings, facades, lamps, signs, roofs, walls, doors, clutter, and district decoration will be modular placeables later. Westgate’s intended atmosphere is noir dark fantasy: rain-slick streets, mercantile decay, old stone, smoke, fog, gothic silhouettes, and grimy desperation. The city also has an early industrial-magical layer: steam, alchemy, bound elementals, lightning engines, magical lamps, printing presses, and machinery beneath the gutters. For this pass, represent that only through ground grammar: drains, grates, canal cuts, raised streets, bridge foundations, dark cobbles, and industrial service channels. Do not make buildings. PROJECT GOAL Create a Blender scene containing a prototype tile library named: Westgate_Urban_Foundation_MVP Each tile must be a 10m x 10m square module suitable for later NWN tileset conversion. Use metric scale. Coordinate convention: - Each individual tile is centered at origin when built as a source asset. - Tile bounds are X = -5 to +5, Y = -5 to +5. - Ground level is Z = 0. - Raised tier level is Z = 1.5. - Canal/void water surface, if present, is Z = -0.3. - Do not create true multi-level playable over/under spaces. Bridges may cross non-walkable canal/void areas only. - Keep walkable slopes gentle and readable. - Keep edges clean and snap-compatible. Create each tile as its own Collection. Name collections exactly with their code and readable name, for example: CP1_cobble_plain ST_S_straight_street RA_S_straight_ramp Inside each tile collection, create these sub-objects where appropriate: VIS_ visual geometry WOK_ simple walkmesh proxy geometry BLOCK_ non-walkable blocker proxy geometry, if needed MARK__* edge/debug markers, if useful The WOK proxy should be simple and functional: mostly flat planes or simple ramp planes. Avoid complex triangulation unless necessary. Use simple prototype materials: - MAT_wet_cobble_dark - MAT_cobble_patch - MAT_plaza_slab - MAT_sidewalk_stone - MAT_curb_dark_stone - MAT_canal_black_water - MAT_void_black - MAT_ramp_stone - MAT_drain_iron - MAT_foundation_pad - MAT_debug_walkmesh - MAT_debug_blocker Do not spend time on final textures. Use flat colors or simple procedural noise only. This is a geometry and tile-grammar prototype. REQUIRED TILE LIBRARY Generate these tiles first. FLAT WALKABLE GROUND 1. CP1_cobble_plain - Full 10x10 walkable dark cobble. - Subtle bevel or edge trim allowed. - WOK full square at Z=0. 2. CP2_cobble_plain_wet_variant - Same as CP1 but with darker wet material patches. - Geometry can be the same with different material regions. 3. CP3_cobble_plain_broken_variant - Same as CP1 but with a few shallow cracked/patch shapes. - Keep WOK flat. 4. AL1_narrow_alley_paving - Full tile walkable, but visual paving suggests a narrower central alley. - Add darker side strips/foundation margins where modular building placeables might sit. - Do not place buildings. 5. PL1_plaza_slab - Full tile walkable large stone slab plaza. - Less busy than cobble. 6. DR1_drain_detail - Full tile walkable cobble with a central or offset iron drain/manhole/grate. - Drain is visual only unless it is a tiny non-walkable inset. 7. MU1_muddy_repair_patch - Full tile walkable cobble with broken/muddy repair patch. - Keep WOK flat. 8. LOT_foundation_pad - A quiet, flat urban foundation pad for placing modular buildings or large placeables. - Mostly plain stone, minimal decoration. - Full WOK square. STREET SHAPES 9. ST_S_straight_street - Straight street path running north-south through the tile. - Sidewalk/curb margins on east and west sides. - Entire tile can remain walkable for flexibility, but VIS should clearly read as street + curb + sidewalk. - WOK full square unless blockers are necessary. 10. ST_C_street_corner - L-shaped street corner. - Sidewalk/curb margins. - Use visual contrast, not blockers, unless necessary. 11. ST_T_street_t_junction - T-junction street. 12. ST_X_street_crossroads - Four-way street crossing. 13. ST_E_street_end - Dead-end street with a visual blocked/terminated paving edge. - Do not add a wall or building; just create the ground condition. 14. ST_W_wide_boulevard - Wider street segment, usable for civic or merchant districts. - Include broad sidewalks. 15. ST_G_gate_mouth - Street tile that visually suggests a gate approach or major threshold. - No gate model. Just heavier paving, curb geometry, and alignment pads. 16. ST_D_street_with_central_drain - Straight street with central gutter/drain channel. - Channel should be shallow and walkable or visually recessed without pathing problems. SIDEWALK / CURB / GUTTER 17. SW_S_sidewalk_straight - Raised sidewalk/promromenade strip along one or both sides. - Use low curb height, around Z=0.12 to 0.18. - Keep WOK simple. 18. SW_C_sidewalk_corner - Corner curb/sidewalk condition. 19. SW_T_sidewalk_t_split - Sidewalk T connector. 20. SW_X_sidewalk_crossing - Sidewalk/plaza connector or crossing tile. 21. SW_E_sidewalk_end - Sidewalk ending/transition tile. 22. GD_S_gutter_straight - Straight shallow gutter/drain channel. 23. GD_C_gutter_corner - Gutter corner. 24. GD_X_gutter_crossing_grate - Drain crossing with visible grate. RAISED TIERS / RAMPS / STAIRS 25. UP1_raised_terrace - Full tile raised walkable surface at Z=1.5. - WOK full square at Z=1.5. 26. UP2_raised_plaza_variant - Raised plaza/slab variant at Z=1.5. 27. TE_S_retaining_edge_straight - Half or edge tile where one side is raised terrace at Z=1.5 and the lower side is at Z=0. - Include vertical retaining wall face. - The top and bottom walkable areas should be clear. - Do not create inaccessible slivers. 28. TE_C_retaining_edge_outer_corner - Raised/lower retaining corner. 29. TE_I_retaining_edge_inner_corner - Raised/lower retaining inside corner. 30. RA_S_straight_ramp - Straight ramp from Z=0 to Z=1.5 across the tile. - Ramp direction north-south. - Add simple side retaining edges. - WOK should be a clean ramp plane. 31. RA_C_corner_or_dogleg_ramp - A corner/dogleg ramp from lower to upper. - Keep it simple and pathable. 32. STA_broad_stair - Broad stair from Z=0 to Z=1.5. - Since NWN pathing can be sensitive, create a simplified ramp-like WOK proxy over the visible stairs. - Visual stairs may be stepped; WOK should be smooth or very simple. CANAL / VOID / BRIDGES 33. CN1_canal_black_water - Non-walkable canal/black water/void tile. - Visual water at Z=-0.3. - WOK absent or marked non-walkable. - Add stone canal edge only if it does not imply mismatched adjacency. 34. CN2_narrow_drainage_cut - Narrow non-walkable drainage cut through the tile. - Include stone/cobble edges. 35. CE_S_canal_edge_straight - Straight canal embankment edge. - One side walkable at Z=0, one side canal/void non-walkable. - Add clean retaining wall face. 36. CE_C_canal_edge_corner - Canal edge corner. 37. CE_I_canal_edge_inside_corner - Canal inside corner. 38. BR_1_narrow_bridge - Narrow bridge crossing canal/void. - Walkable bridge deck at Z=0 or slightly above Z=0. - Non-walkable canal beneath. - No playable underpass. - Add simple side parapet placeholders if useful, but keep them low/blocker-safe. 39. BR_2_broad_bridge - Broad bridge suitable for a main street. - Same constraints as BR_1. 40. SEW_sewer_mouth_culvert - Canal/drain edge with sewer mouth or culvert visual. - Mostly decorative, but useful for noir city composition. BUILDER GROUP / PREVIEW ASSEMBLIES After generating source tile collections, create a separate Collection: PREVIEW_tile_library_grid In this collection, instantiate or duplicate each tile in a neat grid with labels so I can inspect the full library. Also create another Collection: PREVIEW_12x12_test_district Build this exact 12x12 prototype map using the generated tiles. Place each tile on a 10m grid. Each tile should be positioned by row/column, 10m apart. Map: Row 01: CN1 CN1 CE_S CE_S BR_2 CE_S CE_S CN1 CN1 CN1 CN1 CN1 Row 02: CN1 CE_C SW_S ST_S ST_S ST_S SW_S CE_C CN1 CN1 CN1 CN1 Row 03: CE_S SW_S ST_C ST_S ST_T ST_S ST_C SW_S CE_S CE_S BR_1 CE_S Row 04: SW_S AL1 AL1 CP1 PL1 PL1 CP1 AL1 AL1 SW_S ST_S SW_S Row 05: SW_S AL1 LOT CP2 PL1 PL1 CP2 LOT AL1 SW_S ST_S SW_S Row 06: ST_S ST_S ST_T ST_S ST_X ST_S ST_T ST_S ST_S ST_C ST_S SW_S Row 07: SW_S AL1 LOT CP1 ST_S ST_S CP1 LOT AL1 SW_S CP2 SW_S Row 08: SW_S AL1 AL1 CP1 PL1 PL1 CP1 AL1 AL1 SW_S CP2 SW_S Row 09: CE_S SW_S ST_C ST_S ST_T ST_S ST_C SW_S CE_S TE_S TE_C SW_S Row 10: CN1 CE_C SW_S CP1 RA_S UP1 UP1 TE_S TE_S UP1 RA_S SW_S Row 11: CN1 CN1 CE_S CE_S BR_2 CE_S CE_S CN1 CE_S SW_S ST_S SW_S Row 12: CN1 CN1 CN1 CN1 CN1 CN1 CN1 CN1 CN1 SW_S ST_E SW_S Use tile names matching the generated collection names. If exact variants are not available yet, use the closest equivalent and note the substitution. DESIGN CONSTRAINTS - Do not model buildings. - Do not model full walls except retaining/canal/bridge support walls needed by terrain. - Do not model roofs. - Do not model decorative clutter except minimal drains/grates required to communicate tile purpose. - Avoid tiny details. - Prioritize edge alignment, walkability, and builder usefulness. - Keep polygon counts low. - Keep all tile edges snap-clean. - Avoid overhangs at tile boundaries. - Avoid geometry extending beyond -5/+5 bounds unless it is an explicitly marked harmless visual trim. - Use bevels sparingly. - Prefer clean simple geometry over visual polish. - Use material slots consistently so final textures can replace prototype materials later. EDGE COMPATIBILITY Think of each tile edge as one of these edge types: FLAT walkable ground at Z=0 RAISED walkable ground at Z=1.5 CANAL non-walkable canal/void RAMP ramp transition edge MIXED special edge, document it For each tile, create a custom property or add a Text object note listing its north/east/south/west edge types. Example: ST_S_straight_street N: FLAT E: FLAT S: FLAT W: FLAT RA_S_straight_ramp N: RAISED E: FLAT S: FLAT W: FLAT CE_S_canal_edge_straight N: FLAT E: CANAL S: FLAT W: FLAT Add these notes in a scene text block called: TILE_EDGE_METADATA OUTPUT EXPECTATIONS At the end: 1. Save the Blender file as: westgate_urban_foundation_mvp.blend 2. Report: - number of tile collections created; - any tiles skipped; - any substitutions made; - any geometry/pathing concerns; - next recommended pass. 3. Do not spend time making final art. 4. Do not get stuck on perfect NWN export. 5. The deliverable is a rapid, inspectable Blender prototype of the tile library and a test district.