OldTimeRadio wrote...
@Zwerkules - Nice work! I think you had a different screenshot up when I first viewed it, showing some two-story buildings, one with open windows on the second story. If you're going to leave the windows open, are you planning on making that second story walkable? Or the roof? When I saw those windows open, I imagined how cool it would be to put basic arabian furniture in there- whatever that looks like. Either in the form of placeables or maybe modeled in? Even if the area isn't walkable, being able to peer into places like that would give a really nice sense of detail and depth.
There are two corner buildings with two stories at the moment. Their walkmeshes differ a little. In the first tile the roof of the lower building and the second story of the higher building are walkable, so you can place npcs and placeables there. For the other tile I made the two roofs walkable instead of the inside of the buildings.
The shutters of the windows are controlled by the animloops. The animloops are turned off and if you turn them on, the shutters open.
Since the arabian windows with their rather complex form have about 200 faces for just the front of them visible, it is only possible to look into the buildings from the outside. When inside the buildings, there are no windows there because that would have added far too many polygons. That's why the building which has the upper story walkable has the rectangular windows with the shutters. They have fewer polygons so I could make them visible from the back as well as from the front.
One of the other two story buildings which is not on a corner tile has an open front and a walkable ground floor and can be used as a shop.
Modifié par Zwerkules, 20 septembre 2012 - 08:13 .