Roman tile roof set
26/03/2023 - Initial release
18/05/2023 - Update v2.00 - Impairs modules & more cornices
Description
It’s a modular blueprint set, made to facilitate the creation of roof typical of southern Europe. These roofs are build of interlocking roman (or canal) tiles, and the set is in line with that. It’s the historical version of canal tile, not the modern variant. In game, that look pretty close to a real tile roof, with some residual minor issues, that I can’t fix.
This kind of roof has a pretty complex geometry, but I have not noticed a significant FPS loss yet.
The set is composed of two variants of tile roofs, the first with a uniform tile color (unicolor), and the second with five tiles colors (pentacolor) closer to an old roof (before the 20th century). They are also some extra blueprints related to the roof building and training. There are 50 blueprints in total.
The set is relatively complex to use, assuming that you master the construction system in unity version relatively well. However, I strongly recommended you to make the training section first. Moreover, after the training section, you will probably have enough knowledge to make your own tile roof set, based on the same principles. In theory, every tile roof in the real world (Asian temples, Hanseatic building…) can be reproduced with this kind of set (and no, it’s not in my future plans).
The set is modular, the base module is a cube of 2x2x2. That’s mean, for every building that you want to make with this set, you need to build only with 2x2x2 cubes and modules based on 2x2x2 cubes. For example, a single door module in this kind of construction is at least an assemblage of 2 base modules, so it can be reduced to a 2x2x4 box, but with all refinement you want. Check (and destroy) the training building is you want to understand better.
In this set, you have some furniture made both for decoration and usage. They present some predefined shape that you commonly need to fix and finalize your building. It’s like the interactive craft stations of the base game. To use them, just look the predefined shape whit the right type of block in your hand, and press INSER key (“adapt to world element”).
Installation
Just unzip the three folders in your blueprint folder. Of course, in game you need to use your blueprint table to obtain the blueprints.
Training section
- Step 1 – Creation of a “blueprints test” session. Launch a new game in creative mode, superflat world with no monster, animal, cave…
- Step 2 – Terrain preparation. Clean grass in a large area. Place a uniform layer of blocks in this
area to form a floor. Place a Blueprint table, and the following blueprints :- Training building empty
- Training building full
The full one will serve as a reference during this training.
- Step 3 – Placing the base of the roof. Create the following blueprints :
- Straight wall
- Corner (in) wall
- Corner (out) wall
Place them at the top of the walls, like in the reference model. For that, activate the grid and set its scale at 1, then place the blueprints. One issue must appear over two windows. Give up, you will fix that later. When you are done, drop all blueprints.
- Step 4 – Placing the middle part of the roof. Create the following blueprints :
- Straight middle
- Corner (in) middle
- Corner (out) middle
Place them at the top of the blue glass. When you are done, drop all blueprints.
- Step 5 – Placing the top part of the roof. Create the following blueprints :
- Straight dual pair
- Corner (out) dual pair
Place them at the top of the green glass. Start with “Corner (out) dual pair “. We you use “Straight dual pair”, be careful with rotation : you may create some issues with ridge tiles polarity. If that happens, you can fix this later. When you are done, drop all blueprints.
- Step 6 – Placing the cornices. Create the following blueprints :
- Cornice I + tiles (the one of the other)
- Cornice II
Place them at the intersection of the roof and the wall, like in the reference model. Set grid scale at 0.5 to place it properly. Again, a small issue will appear in the inner corner. It will be fixed on the next step. When you are done, drop all blueprints.
- Step 7 – Fixing issues.
- 7.1 : Remove excess tiles all over the roof.
Use the reference model if you have any doubt. Check carefully the following places :- Rooftop
- Ridges
- Ridges intersections
- Cornice inner corne
- 7.2 : Replace the missing tiles (except the ridge ones).
Before that, you need to know they are full and half tiles. Upon half tile, they are upper and lower half. Also, they are different types of tiles for slopes, ridges … To replace a tile you need to copy one of the right type with a half hollow cylinder of materials 500 (Porcelain) tinted in #6D1907 in your hands. The better option to choose the right one, is generally to copy a tile of the same row (“INSER” key), otherwise you have a reference on the “roman roofer workbench”, inside the building.
When you have the right type of tile, put your cursor on a flat surface aligned to the grid (floor), with collision ON, and activate manual positioning (“Right CTRL” key). Move the tile up to a full one of the same type, no matter if you have a copy of a full or a half one. Line it up until it perfectly overlaps. You need to play with grid scale for that. When it’s done, set your grid scale at 0.125 or 0.5, move your tile in the right position and place it. Repeat this last step until your done - 7.3 : making the lacking horizontal ridges.
For that, you need a reference either on the roof or on the “roman roofer workbench” inside the building. Proceed the same way than for tiles before. Start by the masonry first, then the tiles over. The masonry is a cylinder of material 256. Place it against a wall and play with grid scale and displacement to align it. Remember than ridge tile has a special shape.
- 7.1 : Remove excess tiles all over the roof.
- Step 8 – Placing the side plank. You need to use the reference at the carpentry part of the “roman roofer workbench”. Place it with grid at scale 0.5 with collision off.
- Step 9 - Placing the beam. Enter inside the building, and remove unnecessary blocks used only for placement (glass & sandstone). Place the main bean over your head. You have some reference on the wood rack.
Raw info
- Tile
- material : 500 (Porcelain)
- shape : half hollow cylinder (nearly always) & sphere (rarely)
- colors :
- #6D1907 (main color)
- #622012
- #742210
- #5B1206
- #481105
- Wood plank
- material : 107
- shape : block
- color : no
- Wood floor
- material : 155
- shape : block
- color : no
- Wall
- material : 260 (Sandstone)
- shape : block
- color : no
- Tile masonry & cornice
- material : 256 (Sandstone)
- shapes : block, slope, cylinder & others
- color : no
Special ask for red
- Can you add a “scale precision” option at 0.05 ? That will help greatly to make details. I always switch between 0.01 and 0.1
- Can you add and option to randomize color in a group of object ? An option to choose a random color from a predefined list can also be great. Another option to put “weight” on each color can also be great. For example with the dataset under, color 1 has 60 % chance to appear (6/[6+3+1]).
- color 1, w=6
- color 2, w=3
- color 3, w=1
Obviously, I think about the tile color in this set.
- Can you add a new special block, to serve as a collision box during blueprint placement ? A such tool will facilitate creation of a modular set, and avoid for example the sandstone block at the base of most of my blueprints.
- Not a question, but a little bug to point out : When I try to create a blueprint with a TAB in its name (accidentally, and via a copy-paste from a text file), the creation failed.
Logs
- Current version : v2.00
- Planed in next version : "Rounded" (hexagonal...) roof modules, to build, for example, church apse or round tower.
- Initial release (26/03/2023)
- Update v2.00 (18/05/2023) :
- Add impair modules, to build roof over building based on an impair number of modules. Use them only at the top of the roof.
- Add a lot of cornices.