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2026-07-05 01:46:27 +02:00

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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.

Westgates 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_<tilecode>       visual geometry
WOK_<tilecode>       simple walkmesh proxy geometry
BLOCK_<tilecode>     non-walkable blocker proxy geometry, if needed
MARK_<tilecode>_*    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.
  1. CP2_cobble_plain_wet_variant
  • Same as CP1 but with darker wet material patches.
  • Geometry can be the same with different material regions.
  1. CP3_cobble_plain_broken_variant
  • Same as CP1 but with a few shallow cracked/patch shapes.
  • Keep WOK flat.
  1. 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.
  1. PL1_plaza_slab
  • Full tile walkable large stone slab plaza.
  • Less busy than cobble.
  1. 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.
  1. MU1_muddy_repair_patch
  • Full tile walkable cobble with broken/muddy repair patch.
  • Keep WOK flat.
  1. 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

  1. 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.
  1. ST_C_street_corner
  • L-shaped street corner.
  • Sidewalk/curb margins.
  • Use visual contrast, not blockers, unless necessary.
  1. ST_T_street_t_junction
  • T-junction street.
  1. ST_X_street_crossroads
  • Four-way street crossing.
  1. 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.
  1. ST_W_wide_boulevard
  • Wider street segment, usable for civic or merchant districts.
  • Include broad sidewalks.
  1. 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.
  1. 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

  1. 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.
  1. SW_C_sidewalk_corner
  • Corner curb/sidewalk condition.
  1. SW_T_sidewalk_t_split
  • Sidewalk T connector.
  1. SW_X_sidewalk_crossing
  • Sidewalk/plaza connector or crossing tile.
  1. SW_E_sidewalk_end
  • Sidewalk ending/transition tile.
  1. GD_S_gutter_straight
  • Straight shallow gutter/drain channel.
  1. GD_C_gutter_corner
  • Gutter corner.
  1. GD_X_gutter_crossing_grate
  • Drain crossing with visible grate.

RAISED TIERS / RAMPS / STAIRS

  1. UP1_raised_terrace
  • Full tile raised walkable surface at Z=1.5.
  • WOK full square at Z=1.5.
  1. UP2_raised_plaza_variant
  • Raised plaza/slab variant at Z=1.5.
  1. 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.
  1. TE_C_retaining_edge_outer_corner
  • Raised/lower retaining corner.
  1. TE_I_retaining_edge_inner_corner
  • Raised/lower retaining inside corner.
  1. 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.
  1. RA_C_corner_or_dogleg_ramp
  • A corner/dogleg ramp from lower to upper.
  • Keep it simple and pathable.
  1. 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

  1. 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.
  1. CN2_narrow_drainage_cut
  • Narrow non-walkable drainage cut through the tile.
  • Include stone/cobble edges.
  1. 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.
  1. CE_C_canal_edge_corner
  • Canal edge corner.
  1. CE_I_canal_edge_inside_corner
  • Canal inside corner.
  1. 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.
  1. BR_2_broad_bridge
  • Broad bridge suitable for a main street.
  • Same constraints as BR_1.
  1. 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.