What specifically are you asking about? If you’re asking about how to iterate through all the parts, yeah you’d probably just put them in a folder.
If you’re asking about how to make it yourself, I suspect he has some prefab build (3 categories I guess, roof, middle, ground floor), then rotates and sizes them to fit the parts.
Hi buddy :)! I can see depth in the building’s structures so I honestly couldn’t tell you. Though, with the right textures provided, a low-poly building, and some UV wrapping, it could be done easily. Hope you figure it out.
So this was accomplished fairly simply by placing tiles on the front face of the building block, and having it pick specific tiles for specific parts of the building.
First I define where the bottom corner tile would go
Floors,Columns = Base.Size.y/TileSize,Base.Size.x/TileSize --I'm assuming you rounded the block to the nearest tilesize incriment earlier
local MasterTile = GetRandomTile() -- this function gets you a random tile, I'm going to assume that you know how to get a random item from a table
for Floor=1,Floors do
for Column=1,Columns do
TileCF = BaseTileCF*CFrame.new((Column-1)*TileSize,(Floor-1)*TileSize,0)
local Tile = MasterTile:Clone()
Tile.CFrame = TileCF
Tile.Parent = workspace -- this can be changed to however you want the parenting to work out
end
end
if you want to get very fancy, you can do
if Floor == 1 then
Tile = GetRandomFirstFloorTile()--Again, I'm assuming you know how to get a random item from a specific table
else
Tile = MasterTile:Clone()
end
How you build the tiles is up to you, i made mine out of unions.
the roofs were just some code that made a roof shape on top given dimensions