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Vessel Files
This guide is intended to guide you through the sections of the vessel files used to describe ship models in Cold Waters.
The "vessel file" is a single .txt file that is used to describe the model of a ship in Cold Waters. Alongside the vessel file there needs to be an entry for the ship in _vessel_list.txt and a "desctiption file" for the vessel in all languages, a profile image, and for playable vessels damage control textures.
Vessel files are located in StreamingAssets\dotmod\vessels\
Outputs the text after the = to the log.
Selects an AssetBundle by path.
Selects a Model File by Path
Sets the name of the model file to look for damage meshes in. This must be at the end of the vessel file.
Sets a position vector to be used for a Mesh.
Sets a rotation vector to be used for a Mesh.
Sets a scake vector to be used for a Mesh.
Sets a material to be used for a Mesh. This allows multiple material paths to be listed in a comma separated list.
Sets the Marmoset parameters used for unity materials. Usage - MaterialParameters=DEFAULT or MaterialParameters=Diff_R,Diff_G,Diff_B,Diff_A,Spec_R,Spec_G,Spec_B,Spec_A,Spec_Intensity,Specular_Sharpness,Fresnel
Don't use this if you don't understand what it does.
Sets the index of the material you want to work with (zero indexed).
Sets the textures on the material you selected with MaterialIndex. If MaterialIndex is not set it defaults to 0.
Creates a GameObject attached to the vessel with the Mesh you select here. The Mesh gets the material(s) that you defined most recently applied and is set up with a local position, rotation, and scale as defined by MeshPosition, MeshRotation, and MeshScale. If a second mesh is listed after a comma this is what is used after the vessel is destroyed. FALSE is used for an empty mesh.
Creates a Light Object. Emission is defined by the material. If the game is not at night this object is not created.
Creates the hull collider (used for collisions with vessels and terrain.
Creates the superstructure collider (used for collisions with vessels and terrain.
A specific mesh used for the hull number.
Rudder mesh, this is rotated around the Unity Y axis by the game.
Prop mesh, this is rotated around the Unity Z axis by the game.
Prop mesh, this is rotated around the Unity X axis by the game.
Prop mesh, this is rotated around the Unity X axis by the game.
Allows the setup of extra diveplanes (developed for the Papa). Usage is MeshGenericPlanes=meshname=BOW/STERN. This is rotated around the Unity X axis by the game.
Sets the height of the current Mast, this is applied by index so for 3 masts it needs to be applied once after each MeshMast.
Sets the mesh of a Mast. It needs to be set 3 times for Periscope, ESM, and RADAR
Sets a Child Mesh on the pervious Mesh object. This should work on most objects.
Sets a Main (e.g. Ensign) Flag Mesh
Sets an Other (e.g. Signal) Flag Mesh
Sets Radar rotation Speed.
Sets Radar rotation direction
Sets Radar Mesh
Sets the Noisemaker Spawn Position and Mesh (this is normally FALSE).
Sets the Torpedo Mount Mesh (FALSE in Subs normally).
Sets the Torpedo Spawn Position
Sets the Torpedo Spawn Effect Position
Sets the Mesh for the Gunhouse
Sets the Barrels, position is relative to Gunhouse
Sets the Spawn Position, this is relative to the Barrels.
Sets the CIWS Effect position, defaults to CW default. Must be used before the MeshCIWSGun
Sets a CIWS Gun Mesh.
Sets a CIWS Radar Mesh.
Sets a RBU Launcher Mesh
Sets a RBU Mount Mesh
Sets the particle effect to use. This can be loaded as a Prefab from an AssetBundle.
Sets the particle effect to use. This can be loaded as a Prefab from an AssetBundle.
Sets the particle effect to use. This can be loaded as a Prefab from an AssetBundle.
Sets the particle effect to use. This can be loaded as a Prefab from an AssetBundle.
Sets the particle effect to use. This can be loaded as a Prefab from an AssetBundle.
Sets the size of the KelvinWaves Overlay in X and Y units.
Sets the particle effect position.
Sets the particle effect position.
Sets the particle effect position.
Sets the particle effect position.
Sets the particle effect position.
Sets the particle effect position.
Comma Separated String of parameters. Usage is duration,size,spacing,expansion,momentum,spin,jitter
Sets the particle effect position.
Comma Separated String of parameters. Usage is duration,size,spacing,expansion,momentum,spin,jitter
Sets the Audio Clip to use
Sets the roll off to be LINEAR or LOGARITHMIC
Sets the min and max audible distances.
Sets Min and Max pitch
Sets the Audio Clip to use
Sets the roll off to be LINEAR or LOGARITHMIC
Sets the min and max audible distances.
Sets Min and Max pitch
Sets the Audio Clip to use
Sets the roll off to be LINEAR or LOGARITHMIC
Sets the min and max audible distances.
Sets Min and Max pitch
Sets the Audio Clip to use
Sets the roll off to be LINEAR or LOGARITHMIC
Sets the min and max audible distances.
Sets Min and Max pitch
Sets the AudioClip to use for the CIWS