4sheetzngeegles
Survivor
TFP or anyone else that can answer this. This is a future thought.
The main question is in regard to passthrough damage, but extends to visual representation.
Presently doors have damage degradation models, but the collider seems to remain statically shaped
to a rectangle. Passthrough damage has been added using the armor piercing perk and ap ammo.
Is it possible to adjust the colliders for those models to give a rough outline of the hole
created in the door, to allow projectiles to penetrate there? Is there any major processing overhead?
The secondary question expands to blocks. For me "ingame" a door model or rectangular models in general
are just blocks with less thickness. I know the rules are different, regarding polys and voxels, but is
it possible to do the same degradation representation for the blocks? But ingame the blocks seem to follow
Polygon rules as opposed to Voxel rules.
What I mean is, when terrain is damaged and destroyed, it uses a progressively distended texture overlay
and reduces in size. Presently block damage is represented by the Cracks sprite sheet until destroyed.
So visually the block is whole until it isn't.
The last time I saw blocks emulate voxel rules was in one of the A15s. They would become diamond shape.
The only problem was the final size sometimes could not be seen but would prevent laying another block until
it was destroyed completely.
The visual thought is to separate the block face into quadrants to represent visual damage and potential
passthrough damage using adjusted colliders. It would take a total of 21 models for a block, from the fractal
design i drew. 1 whole and 20 damage overlays.
Using the same SI rules that allow the blocks to attach now could be used to designate the front and rear face
that could be used for the damage cut out. Later if this works well then a single 1 meter block could be laid
or like the wall safes now.
Using the degradation method from above would show instant visual damage from the interior and exterior.
This is an example of what I am writing about. This is the representation of a single block, but could also be seen
as four connected building blocks. with the damage face rotated.


The main question is in regard to passthrough damage, but extends to visual representation.
Presently doors have damage degradation models, but the collider seems to remain statically shaped
to a rectangle. Passthrough damage has been added using the armor piercing perk and ap ammo.
Is it possible to adjust the colliders for those models to give a rough outline of the hole
created in the door, to allow projectiles to penetrate there? Is there any major processing overhead?
The secondary question expands to blocks. For me "ingame" a door model or rectangular models in general
are just blocks with less thickness. I know the rules are different, regarding polys and voxels, but is
it possible to do the same degradation representation for the blocks? But ingame the blocks seem to follow
Polygon rules as opposed to Voxel rules.
What I mean is, when terrain is damaged and destroyed, it uses a progressively distended texture overlay
and reduces in size. Presently block damage is represented by the Cracks sprite sheet until destroyed.
So visually the block is whole until it isn't.
The last time I saw blocks emulate voxel rules was in one of the A15s. They would become diamond shape.
The only problem was the final size sometimes could not be seen but would prevent laying another block until
it was destroyed completely.
The visual thought is to separate the block face into quadrants to represent visual damage and potential
passthrough damage using adjusted colliders. It would take a total of 21 models for a block, from the fractal
design i drew. 1 whole and 20 damage overlays.
Using the same SI rules that allow the blocks to attach now could be used to designate the front and rear face
that could be used for the damage cut out. Later if this works well then a single 1 meter block could be laid
or like the wall safes now.
Using the degradation method from above would show instant visual damage from the interior and exterior.
This is an example of what I am writing about. This is the representation of a single block, but could also be seen
as four connected building blocks. with the damage face rotated.

