KIT
highbridge_stone
townStyle
DOMAIN
townStyle
PATH
data/content/town_styles.json
PARTS
5
NOTE
Highbridge's OWN architecture kit (2026-07-01) — split off imperial_stone so the great-crossing capital gets its own AI-modelled manors (kit:'model') without reskinning Greywater Hollow/Hollowfold, which stay on the shared code-built imperial_stone. Same grey-ashlar palette/archetypes as imperial_stone. MIGRATED to SIZE POOLS (2026-07-01, same pass as vandahl_timber — user assignments: turret_house=small, mossy_manor+bannered_house=medium, blue_banner_manor=large): roles draw per KitSet.ROLE_SIZES — peasant homes small (turret), well-off homes (house_rich: 2-storey residences) one of the two mediums, shops medium/small, guild+governor mostly the large blue_banner (guild sometimes a medium; stock `xl` and governors upgrade automatically), inn medium/large. This REPLACED the old explicit role map (house/shop = flat 3-mix, governor = bannered) — the street still reads varied but now sized by station. blue_banner_manor is also imperial_stone's civic model (that style keeps its explicit `models` map, partial adoption). Highbridge's 3 guild halls still keep their hand-authored named interiors behind the shell. Tune `model_scale` after checking `npm run town -- highbridge --shots`.
highbridge_stone
Metadata
Parts (5)
code:villagestructure_house (catalog default)procedural — built by code, no static mesh file (check the matching Bench)code:villagestructure_shop (catalog default)procedural — built by code, no static mesh file (check the matching Bench)code:villagestructure_guild (catalog default)procedural — built by code, no static mesh file (check the matching Bench)code:villagestructure_governor (catalog default)procedural — built by code, no static mesh file (check the matching Bench)code:villagestructure_inn (catalog default)procedural — built by code, no static mesh file (check the matching Bench)Relations (1)
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