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Beschreibung

Build video rental stores, TV and electronics shops, 80s and 90s small-town streets, shop simulators and liminal after-hours scenes from one consistent stylized kit. Floors, ceilings, walls, storefront bays, facades and back-of-house block walls are 2 m modules on a 2 m grid; doorway walls, an entrance bay with a separate door leaf, a fascia band, cornice and awning finish the front, and the back facade comes with a door, a window and a vent. Architecture and furniture have collision, every mesh has lightmap UVs, and the materials are tiling PBR sets with tweakable wear, grime, a close-up detail normal and a glow control for every screen, neon tube and lamp.

Maple St., a small town, October 1989. The evening rain has just stopped. The pink neon over MAPLE ST. VIDEO shines in the wet sidewalk, the TV wall flickers behind the counter and nobody walks the aisles of the genre racks any more. Behind the STAFF ONLY curtain the owner fixes the neighbours' VCRs on a cluttered bench; past the time clock the back hallway leads to the stockroom, the manager's office and the steel door to the alley, where the delivery pallets wait in the rain light. The mood is nostalgic quiet, not horror: the kit suits narrative and adventure games, shop and job simulators, retro and liminal scenes, walking sims and cutscenes.

What's inside: 246 static meshes in 14 categories

  • Store architecture (18): carpet floor, ceiling grid and troffer modules, plain, accent and doorway walls, storefront window bays (open and with blinds down), the entrance bay with its door leaf, a shut neighbour's door, brick piers (one with the after-hours return slot), the fascia band, upper facades with and without a window, the cornice and the awning.

  • Back of house & alley (20): concrete and lino floors, plain and conduit ceilings, interior and steel door leaves, block walls in grey and green with doorway and pipe versions, the back facade with door, window and vent, alley paving with a drain, a 4 m garage door and a 6 m garage side.

  • Store fixtures (27): wall racks for twelve genres (New Releases, Action, Comedy, Horror, Drama, Sci-Fi, Kids, Thriller, Classics, Family, Music, Sports), gondolas in three looks with two end caps, the counter with left and right ends, a TV shelf, the window bed, a spinner rack, the display table, bargain and return bins and a TV cart.

  • Televisions & video (15): 14" portables in five states (on, static, off, broken, with a game), 20" wood-grain sets in four (with a picture, the news, synth titles, off), a 26" console set, a projection TV, two VCRs, floor speakers and a stereo rack.

  • Counter & media (23): VHS tapes and cases, tape and card boxes, the register, the clerk's set, a rewinder, the desk phone, a camcorder, a game console, a boombox, the candy rack, member and rewind signs, the late notice, repair tags, the door mat, a wet floor sign, an umbrella stand, a basket stack, a waste bin and a stool.

  • Sales floor (18): four framed posters, a wall clock, a security mirror, a calendar, repair and shop signs, the sale banner, a ficus, a cardboard standee, a popcorn cart, a drink cooler, two arcade cabinets, the staff curtain and the showroom loveseat.

  • Signs & neon (6): the VIDEO, OPEN and TV·VCR neons, the fascia sign, gooseneck lamps and an exit sign.

  • Repair workshop (17): the TV bench and the instrument bench, a set opened up on the bench, an opened VCR, an oscilloscope, a test generator, a shop radio, a soldering station, a magnifier lamp, a multimeter, parts drawers, a tube caddy, a cord reel, the pegboard with tools, bench papers, a can of screws and a shop light.

  • Stockroom (17): metal shelving in five fills, TV and VCR cartons (closed and open), tape crates, a hand truck, a step ladder, the returns cart, the water heater, the fuse box, a broom and a mop bucket.

  • Office (23): the tanker desk and its set, an office chair, a typing table and typewriter, two filing cabinets, a safe, a mini fridge, a coffee maker, a desk lamp and a fan, an adding machine, ledgers, a rolodex, the corkboard, the CCTV monitor, the time clock and card rack, a coat rack, a fire extinguisher and a wraparound light.

  • Alley props (14): a dumpster, trash bags, a drum bin, pallets and a pallet stack, a carton bundle, a crate seat, a dumped couch, a bicycle, a caged lamp, gas and electric meters, a wall AC unit and a downspout.

  • Street (8): sidewalk, curb, curb drain and asphalt modules, a street lamp, a hydrant, a news box and a litter bin.

  • Fences & lines (11): chain-link fence in 1 and 2 m (one damaged), posts and a gate, a wood fence, a utility pole, a 10 m and a 20 m span of power lines and a service drop.

  • Mesh decals (29): three rain puddles, wet footprints, floor scuffs, gum, a drain stain, oil, tyre marks, wet leaves, soda ring-pulls, chalk hopscotch, an asphalt crack, paper litter; wall grime, a leak streak, a wall crack, a lost-pet flyer and a band flyer, torn tape, a loading stencil, an arrow stencil, two graffiti pieces, a small tag, a rust drip, moss at the wall foot, a torn poster; a water stain on the ceiling tiles.

All titles, covers, logos and lettering are invented and drawn by our own procedural tools: no real brands, films or fonts.

Two maps

  • L_Store_Demo: one connected walk on an evening after rain. From the wet street through the propped-open door onto the sales floor, along the genre aisles and the TV wall to the counter and the big-screen showroom, through the STAFF ONLY curtain into the repair workshop, down the back hallway to the stockroom and the manager's office and out of the steel door into the service alley. About 730 m² to walk, real-time Lumen, volumetric fog and 79 movable lights in troffers, shop lights, lamps, neon and street lamps. Press Play to walk through.

  • L_Overview: every mesh laid out by category with name labels on a 1 m grid.

Materials you can tweak

9 master materials and 128 material instances. The surface instances expose tint, tiling, edge wear, height-based grime, dust, macro variation, a detail normal for close-ups and a roughness override; screens, neon and lamps have a glow strength, the TV screens show their own picture atlases, and the lettering keeps its artwork fixed while the wear still varies. The rain puddles turn the ground under them wet and mirror the neon.

Game-ready

  • Collision: per-poly (complex as simple) on 47 architecture pieces (floors, walls, the storefront, facades, sidewalk and alley paving, doors, the counter, fences, the garage and the utility pole), so doorways and the propped-open entrance stay open; simple collision on 98 props (85 single hulls and 13 convex decompositions for the racks, gondolas, benches, shelving and other open furniture); none on 101 (29 decals, the staff curtain, power lines, signs and neon, wall- and ceiling-hung and hand-sized dressing).

  • LODs on 118 props (LOD0–3; fewer where thin parts or lettering would break); architecture, decals and small pieces have a single LOD.

  • Lightmap UVs on every mesh, in UV channel 1.

  • Clean topology: no hidden buried faces and no overlapping coplanar faces (checked by our own gates before export).

  • No Nanite needed. All lights are movable, so there is no light baking.

  • One Unreal Engine download for versions 5.1 to 5.8. It is content only: no code, no plugins.

UEFN version

  • The same 246 meshes (217 models + 29 mesh decals), 9 master materials, 128 material instances and 92 textures as a UEFN project (Fortnite Creative).

  • One island: the walkable evening demo from the wet street through the store, the workshop and the back rooms out into the alley, with the same 79 lights as the UE demo; two spawn pads on the street in front of the store and a catalog of every mesh by category beside it.

  • Passes the UEFN content validator; Verse builds without errors.

  • LODs on 185 meshes for Fortnite's quality levels (40 with LOD0–3, 47 with LOD0–2, 98 with LOD0–1); every LOD keeps all the materials of LOD0, so VHS covers, labels and screens do not change colour with distance. 61 small or flat pieces have one LOD. The ficus, the bicycle and two stockroom shelves have a lighter LOD0 in UEFN (under its 30,000 vertex limit; the shape and materials are the same).

  • No Blueprints and no Verse code. The catalog has no name labels: UEFN rejects text actors.

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