Vessel Files - DotModGroup/ColdWaters-DotMod GitHub Wiki
Introduction
This guide is intended to guide you through the sections of the vessel files used to describe ship models in Cold Waters.
Premise
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.
Usage
Location
Vessel files are located in StreamingAssets\dotmod\vessels\
Commands
Debug
Outputs the text after the = to the log.
AssetBundle
Selects an AssetBundle by path.
ModelFile
Selects a Model File by Path
VesselModelName
Sets the name of the model file to look for damage meshes in. This must be at the end of the vessel file.
MeshPosition
Sets a position vector to be used for a Mesh.
MeshRotation
Sets a rotation vector to be used for a Mesh.
MeshScale
Sets a scake vector to be used for a Mesh.
Material
Sets a material to be used for a Mesh. This allows multiple material paths to be listed in a comma separated list.
MaterialParameters
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.
MaterialIndex
Sets the index of the material you want to work with (zero indexed).
MaterialTextures
Sets the textures on the material you selected with MaterialIndex. If MaterialIndex is not set it defaults to 0.
Mesh
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.
MeshLights
Creates a Light Object. Emission is defined by the material. If the game is not at night this object is not created.
MeshHullCollider
Creates the hull collider (used for collisions with vessels and terrain.
MeshSuperstructureCollider
Creates the superstructure collider (used for collisions with vessels and terrain.
MeshHullNumber
A specific mesh used for the hull number.
MeshRudder
Rudder mesh, this is rotated around the Unity Y axis by the game.
MeshProp
Prop mesh, this is rotated around the Unity Z axis by the game.
MeshBowPlanes
Prop mesh, this is rotated around the Unity X axis by the game.
MeshSternPlanes
Prop mesh, this is rotated around the Unity X axis by the game.
MeshGenericPlanes
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.
MastHeight
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.
MeshMast
Sets the mesh of a Mast. It needs to be set 3 times for Periscope, ESM, and RADAR
ChildMesh
Sets a Child Mesh on the pervious Mesh object. This should work on most objects.
MeshMainFlag
Sets a Main (e.g. Ensign) Flag Mesh
MeshOtherFlags
Sets an Other (e.g. Signal) Flag Mesh
RADARSpeed
Sets Radar rotation Speed.
RADARDirection
Sets Radar rotation direction
MeshRADAR
Sets Radar Mesh
MeshNoisemakerMount
Sets the Noisemaker Spawn Position and Mesh (this is normally FALSE).
MeshTorpedoMount
Sets the Torpedo Mount Mesh (FALSE in Subs normally).
TorpedoSpawnPosition
Sets the Torpedo Spawn Position
TorpedoEffectPosition
Sets the Torpedo Spawn Effect Position
MeshMissileLauncher
MeshMissileLauncherArm
MeshMissileLauncherFirePosition
MeshMissileLauncherSpawnPosition
MeshMissileMount
MissileEffectPosition
MeshNavalGun
Sets the Mesh for the Gunhouse
MeshNavalGunBarrel
Sets the Barrels, position is relative to Gunhouse
NavalGunSpawnPosition
Sets the Spawn Position, this is relative to the Barrels.
CIWSSpawnPosition
Sets the CIWS Effect position, defaults to CW default. Must be used before the MeshCIWSGun
MeshCIWSGun
Sets a CIWS Gun Mesh.
MeshCIWSRADAR
Sets a CIWS Radar Mesh.
MeshRBULauncher
Sets a RBU Launcher Mesh
MeshRBUMount
Sets a RBU Mount Mesh
BowWaveParticle
Sets the particle effect to use. This can be loaded as a Prefab from an AssetBundle.
PropWashParticle
Sets the particle effect to use. This can be loaded as a Prefab from an AssetBundle.
FunnelSmokeParticle
Sets the particle effect to use. This can be loaded as a Prefab from an AssetBundle.
EmergencyBlowParticle
Sets the particle effect to use. This can be loaded as a Prefab from an AssetBundle.
CavitationParticle
Sets the particle effect to use. This can be loaded as a Prefab from an AssetBundle.
KelvinWaves
Sets the size of the KelvinWaves Overlay in X and Y units.
FunnelSmokeParticlePosition
Sets the particle effect position.
CavitationParticlePosition
Sets the particle effect position.
EmergencyBlowParticlePosition
Sets the particle effect position.
ParticleBowWavePosition
Sets the particle effect position.
ParticlePropWashPosition
Sets the particle effect position.
ParticleHullFoamPosition
Sets the particle effect position.
ParticleHullFoamParameters
Comma Separated String of parameters. Usage is duration,size,spacing,expansion,momentum,spin,jitter
ParticleSternFoamPosition
Sets the particle effect position.
ParticleSternFoamParameters
Comma Separated String of parameters. Usage is duration,size,spacing,expansion,momentum,spin,jitter
EngineAudioClip
Sets the Audio Clip to use
EngineAudioRollOff
Sets the roll off to be LINEAR or LOGARITHMIC
EngineAudioDistance
Sets the min and max audible distances.
EngineAudioPitchRange
Sets Min and Max pitch
PropAudioClip
Sets the Audio Clip to use
PropAudioRollOff
Sets the roll off to be LINEAR or LOGARITHMIC
PropAudioDistance
Sets the min and max audible distances.
PropAudioPitchRange
Sets Min and Max pitch
PingAudioClip
Sets the Audio Clip to use
PingAudioRollOff
Sets the roll off to be LINEAR or LOGARITHMIC
PingAudioDistance
Sets the min and max audible distances.
PingAudioPitch
Sets Min and Max pitch
BowwaveAudioClip
Sets the Audio Clip to use
BowwaveAudioRollOff
Sets the roll off to be LINEAR or LOGARITHMIC
BowwaveAudioDistance
Sets the min and max audible distances.
BowwaveAudioPitch
Sets Min and Max pitch
CIWSAudioClip
Sets the AudioClip to use for the CIWS