4760 Posted September 13, 2016 Share Posted September 13, 2016 I needed some farms for a campaign I'm working on (sort of...), so here are the placeables (original model by Baychaser, at tf3dm.com). As usual, not released because some adjustements still need to be done. Link to comment Share on other sites More sharing options...
Tchos Posted September 14, 2016 Share Posted September 14, 2016 Looking good! Link to comment Share on other sites More sharing options...
andysks Posted September 15, 2016 Share Posted September 15, 2016 How is this working with see-through windows? I wish we had more building like that. Does a transition happen or the player just steps through the door to get inside, then seeing outside through the window? Link to comment Share on other sites More sharing options...
4760 Posted September 15, 2016 Author Share Posted September 15, 2016 (edited) The player just steps in. The roof fades for camera purposes. Here are a few screenshots from a test module:In front of the door... Now inside the house, view from outside. Still inside the house, looking through the windows. View from above, notice how the roof faded. What? A dragon here? Edited September 15, 2016 by 4760 Link to comment Share on other sites More sharing options...
andysks Posted September 15, 2016 Share Posted September 15, 2016 I see. Interesting and different. Basically one can do the same thing with BCK, right? It's just that these building you make are easier to use since we don't have to place them piece by piece, but rather as a single placeable. Any camera problems whatsoever? I ask specifically about the view from inside the house (picture 3). Is that character mode? So many questions :D. Sorry. It's just that I'm envisioning my next module to be without transitions, or at least minimal. If we arrive in a village with 5 houses I would like no transitions in and out for just one small interior. Do you see such a thing happening with a combination of your buildings and BCK? Link to comment Share on other sites More sharing options...
rjshae Posted September 28, 2016 Share Posted September 28, 2016 I don't think BCK includes transparent windows. Perhaps it should? Link to comment Share on other sites More sharing options...
Tchos Posted September 28, 2016 Share Posted September 28, 2016 I would recommend leaving the wooden frames of the windows as normal textures, and only making the actual glass parts transparent-via-illumination. Link to comment Share on other sites More sharing options...
4760 Posted September 29, 2016 Author Share Posted September 29, 2016 You're right, I guess I was lazy on the illumination map. I'll correct it before releasing the package. Link to comment Share on other sites More sharing options...
rjshae Posted September 30, 2016 Share Posted September 30, 2016 I'm curious, how did you get the roof to fade? Is it a separate model? Link to comment Share on other sites More sharing options...
Recommended Posts