, Sr. Member
OK, well the plane technique is the most simple, for windows and doors, and this is the technique I used in that application, after all why make things complicated?
See the attached image. The “wall” is a collection of planes.
I like using planes for walls as the automatically disappear when viewed from the “outside”, just as long as you DON*T have bothsides=true on your material.
Exactly the same technique can use boxes to give your wall thickness.
Using careful mapping of say, a brick texture, you can hide completely the fact that the wall is made up of lots of components.
OK, so now you just have to work out the distances along the wall, from the start to the first door, door to window, etc. Not too difficult, hopefully.
To punch holes in the texture, you need one large texture covering your entire wall to start with. That should contain a “draw” of a Sprite you keep off stage. You can use the ERASE blend mode to make holes in the texture. (Make sure it’s parent has blendMode “LAYER”).
Then copy your texture with added holes into the bitmapData of the BitmapTexture, and make sure it has transparent=true.
Then on your material, give an alphaThreshold of 0.5.
You could use 2 planes spaced apart with transparent textures, and fill the gap with some extra geometry, simple planes again would do the trick.
Daniel, if you use the procedural technique you can build the entire 3D shape, rather than 2D + extrude, but whatever is easier for you.
Good Luck!