Walt Parts can now specify a list of 'VirtualInternalCells' which the game will use when figuring out how to render a ship's perimeter walls. Each entry in the list is a pair of cells called 'ExternalCell' and 'InternalCell'. When the game is figuring out what external walls sprite to use for 'ExternalCell', it will assume that 'InternalCell' is filled in, even if it's not actually. See the wedge and triangle armor for examples.
Good ol' faithful walls are getting some love 🍪
A few feedback testing VirtualInternalCells
at modded armor wedge/tri parts...
a) Consistency with wall params of a ship part
It seem VirtualInternalCells
would cause wedge tips to show even though...
IsWalled = false
: Expecting both internal & external walls hidden
ExternalWalls = [None]
: Expecting external walls hidden
IsExternal = true
: Expecting roofs hidden
b) (Optional) Replacing default tri_armor.png
and tri_roof.png
sprites at modded wedge(s)
VirtualInternalCells
is a much cleaner & elegant alternative to numerous BlendSprite
and BlueprintBlendSprite
components. Would there be a new syntax to replacing default tri_armor.png
and tri_roof.png
sprites at modded wedge(s) without reverting to BlendSprite
method?
c) (Optional) RequireExternalWallsToBlend param
The parameter is found in BlendSprite
and BlueprintBlendSprite
components. When RequireExternalWallsToBlend = false
, would blend sprites consider neighboring internal walls or virtual internal walls?
For example, screenshot below shows missing wall between top & bottom wedges (left side) that have no external walls. The visual bug could be fixed if the game detected no internal wall contact between top & bottom wedges.
P/S: i could share the WIP mod if the Dev preferred quick checks against modded wedges.