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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_particles for the wake
  • splash_particles for spray
  • a sibling tagged wetness_decals for 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.