MartinPL66 i saw that there are unexplained things like FlipV and FlipH rotations, probably texture flipping, but how it really works?
This is to help with mirror mode and the flip feature of the copy/paste feature. Most parts are vertically symmetrical, and the game knows how to rotate them properly to make mirror/flipping work. However some parts, like wedge parts, aren't vertically symmetrical, and so the game doesn't inherently understand how to flip them, so you have to tell it. Here's an example for armor_wedge:
FlipHRotate = [1, 0, 3, 2]
Note that parts have four possible rotations: 0, 1, 2, and 3. 0 is the default, 1 is 90-degrees clockwise, 2, is 180-degrees, 3 is 270-degrees clockwise (or 90 counter-clockwise, however you want to think about it).
So what the above line of code says is, if the part is being flipped horizontally, then set its new rotation depending on its current rotation:
- If its current rotation is 0, its new rotation is 1.
- If its current rotation is 1, its new rotation is 0.
- If its current rotation is 2, its new rotation is 3.
- If its current rotation is 3, its new rotation is 2.
FlipVRotate works just the same way.
If your part is vertically symmetrical, then you don't need either FlipHRotate or FlipVRotate, because the game already knows how to properly flip it.
MartinPL66 Another thing is custom colliders. How those works? matrix 2x3 isn't looking like direct collision chunks for me.
Custom colliders are just a set of 3 vertex points that create a polygon. So if you have three points, you get a polygon collider with 3 sides (a triangle). I believe you can go up to 8 points/sides.
MartinPL66 0 in factor means clearly no pass for crew or it is even more generic?
It means crew can't walk through it.
This is used to help the game figure out where is should render external ship walls. It renders external walls between internal parts and empty space or between internal parts and external parts, but not between external parts and empty space.
This determines whether the part is surrounded by walls through which crew cannot travel without a door. (Note that this only effects game logic, and that the wall sprites have to be added separately.) Basically, if two parts are adjacent, and either or both of them is "walled", then you need a door between them to allow crew to travel through, and you only don't need a door if neither of them are walled. Most parts are walled, but some, like corridors, conveyors, and structure, are not.