Deformable Glass Crash Data
Re: Deformable Glass Crash Data
glass crash data is bind to collision element with reference number only (crash shard #A is attached to collision #B). Geometry collisions in game are deformable. I have no idea what the "unlock hitbox deformation" is. May be this is something toggled on/off in metadata file?
Re: Deformable Glass Crash Data
The only two options which was changed in the modded vehicles.meta file are the following (for example buffalo2):
from
<damageMapScale value="0.900000" />
<damageOffsetScale value="0.700000" />
to
<damageMapScale value="1.000000" />
<damageOffsetScale value="1.000000" />
But this is only how strong the deformation is by hitting the car (only visual), the glass shard frame stays in his shape (no deformation).
from
<damageMapScale value="0.900000" />
<damageOffsetScale value="0.700000" />
to
<damageMapScale value="1.000000" />
<damageOffsetScale value="1.000000" />
But this is only how strong the deformation is by hitting the car (only visual), the glass shard frame stays in his shape (no deformation).
Re: Deformable Glass Crash Data
Once again: unless we have an original game model that has a heavy shattered glass geometry deformation natively (and especially if importing/exporting this model makes shattered glass to behave differently on deformation), there is nothing I can do with this subject. Currently it looks like something that can't be adjusted in a model file.
As you have seen already, removing glass shattering data from a model makes glass geometry deform properly like the rest of vehicle body. Adding a shattering glass data makes geometry behave like an original model - with minimum offset/deformation. The glass shattering pattern is just a "texture/pattern" projected onto an object, it has no settings other than affected material#, associated collision object# and shatter texture UV scale.
As you have seen already, removing glass shattering data from a model makes glass geometry deform properly like the rest of vehicle body. Adding a shattering glass data makes geometry behave like an original model - with minimum offset/deformation. The glass shattering pattern is just a "texture/pattern" projected onto an object, it has no settings other than affected material#, associated collision object# and shatter texture UV scale.