Vehicle Layout - GameBurrow/WriteTheSigns GitHub Wiki
The Vehicle layout XML is used to describe texts settings to place in vehicles, such plates, serial number, destination, custom logos, etc. As a asset-scoped layout, it can be exported to be bundled with a Workshop Item. (See more about scopes on Scopes page)
Field | Valid values | Description |
---|---|---|
vehicleAssetName |
asset name | The asset affected by this configuration. |
defaultFont |
installed font | The fallback font for the layout. Defaults to game default font. |
Can be used to override submeshes that eventually will be replaced by texts in Write The Signs. Once they can't be removed, the indexes of them in submesh array of the asset listed here will turn into black. This element, as being an array, can be repeated once per index.
See Text Spot XML section. It can repeat multiple times, each one will become at least one text source in game, depending of their settings.
All them are Vector3
instances, so them have attributes x
, y
and z
that represents:
-
position
: the relative position from the center of the asset.-
x
is the axis front/behind -
y
is the axis up/down -
z
is the axis left/right
-
-
rotation
: the relative rotation from the center of the asset.-
x
is the axis front/behind, so rotates in cycle Up/Left/Down/Right -
y
is the axis up/down, so rotates in cycle Back/Left/Front/Right (Paralel to the ground - most used) -
z
is the axis left/right, so rotates in cycle Back/Down/Front/Up
-
It's a special container that can contains many vehicle descriptors. It was designed to support workshop vehicles that are composed by more than one asset, trains in general are a good example of it.
They must be named as WTS_DefaultVehiclesConfig.xml
in the asset workshop folder on stage to be submitted.
It have only one element type: <vehicleDescriptor>
, that is actually a Vehicle layout XML as described above. The file can have more than one <vehicleDescriptor>
tag.