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Apply damage to specific areas on the surface of a mesh
I'm making a game about space combat with a detailed damage system. In essence, each spacecraft is made up of a certain number of "parts" (propellant tanks, reactors, weapons, etc.) all surrounded by one or more "bulkheads" that are meant to act as armor to protect the components. What I'm looking to do is track the damage done to specific areas of the bulkhead so projectiles deal more damage to parts if the armor covering that part has already been damaged. A similar system was implemented in Children of a Dead Earth:
The green areas are where armor is still intact, orange areas are where it has taken damage, and black/transparent areas are where it has been blasted away entirely, allowing projectiles to damage the ship's internal components. How would I go about doing this?
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