Harbour Tavern
A dockside tavern: stone ground floor with a heavy plank door, a jettied timber upper storey with shuttered windows, a pitched roof with a chimney, a blank hanging sign board on an iron bracket, lanterns by the door and barrels and a bench out front. The door (part door) swings on its hinge and the sign (part sign) can sway. Windows and lanterns glow at night. Default is 8 m wide, 6 m deep.
- Size
- 8.9 × 9.7 × 8.3 m
- Triangles
- 2,804
- Kit
- Pirates
Tune it
5 knobs: Walls, Roof, Floors, Width, Sign colour.
Specs
- Size
- 8.9 × 9.7 × 8.3 m width × height × depth
- Triangles
- 2,804 of 6,000
- Draw calls
- 1 one vertex-colour material
- Moving parts
- 2 door · rotate, sign · rotate
- Knobs
- 5 3 presets
- Night lights
- 2 window, lantern
Passed the validator: real scale, rests on y = 0, front faces +Z, deterministic.
Use it
Code for the specimen as it is set up above; it follows your knobs.
import { createAsset } from 'https://gaitkit.com/cdn/harbour-tavern.mjs';
const harbourTavern = createAsset();
scene.add(harbourTavern); // rests on y = 0, front faces +Z
// 'door' pivots on its hinge: -100° to 0° around y
harbourTavern.getObjectByName('door').rotation.y = THREE.MathUtils.degToRad(-100);import { useMemo } from 'react';
import { createAsset } from 'https://gaitkit.com/cdn/harbour-tavern.mjs';
export function HarbourTavern() {
const model = useMemo(() => createAsset(), []);
return <primitive object={model} />;
}# Import harbour-tavern.glb (download below). Moving parts are separate nodes, pivoted on their hinge.
$HarbourTavern/door.rotation_degrees.y = -100// Import harbour-tavern.glb with glTFast (com.unity.cloud.gltfast).
transform.Find("door").localEulerAngles = new Vector3(/* y: */ -100, 0, 0);Use the gaitkit MCP server: get_variant({ "id": "harbour-tavern", "want": "default look" })
then place the result.
# MCP endpoint
https://gaitkit.com/mcpKnobs
| Knob | Type | Values | Default | What it does |
|---|---|---|---|---|
walls | choice | stone and plaster tarred timber whitewash ochre plaster | stone and plaster | stone and plaster (grey stone ground floor, cream plaster with dark beams above), tarred timber (dark weatherboard upper storey), whitewash (white all over), ochre plaster (warm yellow upper storey). |
roof | choice | slate thatch red tile shingle | slate | Roof covering: slate (blue-grey), thatch (straw), red tile, shingle (brown wooden shingles). |
floors | choice | 1 2 | 2 | 1 (low single-storey grog shop) or 2 (taproom below, jettied rooms above). |
width | range | 6 to 11, step 0.5 | 8 | Street frontage in metres along X. Depth stays 6 m. Wider fronts get more windows. |
sign | choice | green red blue black natural | green | Paint of the blank hanging sign board and the window shutters: green, red, blue, black or natural wood. The board is left blank for your own name or picture. |
Presets: rum cellar {"walls":"tarred timber","roof":"shingle","sign":"black","width":7} · sailors rest {"walls":"whitewash","roof":"red tile","sign":"blue","width":10} · grog shack {"walls":"ochre plaster","roof":"thatch","floors":1,"width":6,"sign":"red"}
Files
| File | What |
|---|---|
| harbour-tavern.glb | GLB, default look · 394 KB |
| harbour-tavern.mjs | ES module, every knob live |
| harbour-tavern.obj | OBJ, static, no colour |
| harbour-tavern-params.json | knob schema, presets, night zones |
Licence
Use it in games, apps, renders and client work, commercially and without credit. Do not resell it as an asset or train a 3D generator on it. The full licence.