'SurfaceColor' property for BaseParts

When building walls, there’s the common occasion I need to put two separate parts next to each other, e.g, the front surface to be red and the back surface to be blue. This can get rather tedious depending on the build.

Why should this be added? I personally believe it’d be easier on performance. My other reason is that my game’s ballistics framework features bullet penetration. If the bullet passes through a surface, its’ damage goes down depending on the part. If it goes through two walls, as you can imagine, the damage is decreased significantly. Say a player shot from what they saw as a wood wall, the bullet will do little to no damage if the opposite wall is made of metal, per se.

How could this be implemented? In the properties of BaseParts, there’s the Surface
category where you can select surface types. I was thinking having a SurfaceColor category that looks somewhat similar to the BodyColors’ Appearance category.

Here’s some concept art I made for it.

If someone already suggested this, I’m sorry. I’m not really good at wording things!

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This was suggested back in 2015 but the reception was not very great.

I don’t know how the feedback then compares to now because the information is five years out of date with the engine now. I’m not too familiar with the performance of unions themselves other than rendering and light bending through arbitrary shapes and thus raising expense.

I think I would much rather prefer being able to colour one side of a wall though instead of making two walls, each half the depth, just so I can get a different appearance on two sides. I don’t think I’d have a use case for this or mind putting two parts against each other though.

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