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