While working on a little project of mine, I noticed something strange going on with Zwerkules’s City Interior Facelift tileset ( Neverwinter Nights facelift haks | The Neverwinter Vault).
When placing the window crosser on - for example - tiles from the House terrain, thus getting a window with transparent glass and a Vista tile (the half-spheres with outdoor scenery as textures) on the other side of the window, I wasn’t actually able to see the Vista tile through the glass.
What’s more, when placing another room right across, I was actually able to see those tiles through the window as if the Vista tile wasn’t there.
After some further testing, I noticed I couldn’t see placeables through the window either. However, placeables set to static could be seen in-game at least.
To make a long story short, after many hours of more or less useless experimenting, I found out that adding an animation to the tile containing the transparent window I could finally see the Vista tile (which also has animations) through the glass and the transparent window worked as expected.
The animation I added is as simple as:
#MAXANIM ASCII
newanim tiledefault gin02_q04_03
length 0.0
transtime 0.0
animroot gin02_q04_03
node dummy gin02_q04_03
parent NULL
endnode
doneanim tiledefault gin02_q04_03
so not really containing anything.
So in conclusion, like for placeables, there seems to be a differentiation between “static” (those which do not contain animations) and non-“static” (those which do contain animations) tiles, at least where transparency (rendering things behind transparent planes/textures) is concerned.
I’m not sure if this something new with EE or if this is already common knowledge, but while searching I came up with nothing and thought I leave this post in case anyone else will come across this issue in the future.