ship_water_effects
v1.4.8
Wake, splash, and in-hull water for a ship. The dropdown name is ship_water_effects. The script picker files it under ship_visual_only.
Find placed ones in the Scene panel with s:ship_water_effects. See Filter.
Where you put it
Add the script to the ship. The template entity is ship_water_effects in NavalDLC\AssetPackages\nested_prefabs_packed.xml.
Children the script looks up:
movement_particlesfor the wakesplash_particlesfor spray- a sibling tagged
wetness_decalsfor the wet stripe
Hull water also uses the ship's signed_distance_field clip.
What you set
Field order is the class order. The template only writes the bounding box. Packed hulls write the rest, in a shuffled order. Some hulls also store Number Of Particle To Spawn. This class does not declare that name.
| Panel field | What to do with it |
|---|---|
| Water Simulation Bounding Box | Size of the in-hull water volume. Template stores 1, 1, 1. A cog-sized hull stores about 7.86, 24.13, 11.43. |
| Show Water Simulation Bounding Box | Draws that box. Template stores off. |
| Reset Water Simulation Bounding Box | Button. |
| Re-render Depth Texture | Button. |
| Reset In-Hull Water | Button. |
| Show Hull Water Debug Panel | Debug numbers. Hulls store off. |
| Hull Water Simulation Resolution Scale | one, half, quarter, one_eight, or one_sixteenth. Class default and the hulls store half. |
| Hull Water Splash Water Multiplier | How much a splash adds inside the hull. Class default 1.75. Hulls store about 1 to 2. |
| Hull Water Splash Point Initial Offset | Where a splash starts. Class default 0.5. |
| Hull Water Splash Point Speed Multiplier | Splash speed scale. Class default 1. |
| Ship Hull Height Type | Small, Medium, or Large. Class default is Small. A cog-sized hull stores Medium. |
| Movement Particle Height Offset | Wake height above the waterline. Class default 0.34. Hulls often store 0. |
| Splash Particle Height Offset | Spray height. Class default 0.4. |
| Movement Particle Surface Distance Offset | How far the wake sits out from the hull. Class default 0.7. |
| Splash Particle Surface Distance Offset | Same for spray. Class default 0.7. |
| Movement Particle Type | Small, Medium, or Large. Hulls store Small or Medium. |
| Movement Particle Side Speed Vector | Sideways push on the wake. Class default and the hulls store 0.5. |
| Show Movement Particles | Draws the wake while you edit. Hulls store off, except one cog-sized hull that stores on. Mission play turns this off. |
| Show Splash Particles | Draws spray while you edit. Hulls store off. |
| Show Water Balance Plane | Debug plane. Hulls store off. |
| Show Wetness Decal Values | Debug for the wet stripe. Hulls store off. |
| Force Wetness Decal To Full | Pushes the wet stripe to full strength. Hulls store off. |
What it does
In a mission it spawns wake particles from movement_particles and spray from splash_particles, using the hull height type and the offsets. Wetness decals on wetness_decals fade in as the hull takes water. The bounding box is the in-hull water simulation. On the campaign map the wake path is skipped.
Where it lives
Managed script. Template and hull copies are in NavalDLC\AssetPackages\nested_prefabs_packed.xml. No scene.xscene stores it.
Examples
Template. Packed entity ship_water_effects. Bounding box 1, 1, 1. Show box off. The other fields are left at the class defaults.
Cog-sized hull. A packed hull that also uses texture sdf_ship_cog. Bounding box about 7.86, 24.13, 11.43, hull type Medium, splash multiplier 1, movement particles shown in the file.