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Injecting main hull mesh while keeping colliders from bundle #1

@Martes2

Description

@Martes2

I am trying to replace the hull mesh of for a couple of ships, and it is mostly working, but there are some perplexing issues.

In case of the Orel aircraft carrier everything works like a charm.

#LODLevels=1
#LOD1Distance=1.5  // nautical miles
############################################################
# AssetBundle related
############################################################
AssetBundleMeshes=/AssetBundles/StandaloneWindows/ships
AssetBundleMaterials=/AssetBundles/StandaloneWindows/ships
#AssetBundleMesh=wp_cv_orel
#AssetBundleDamagedMesh=wp_cv_orel_d
AssetBundleMaterial=wp_cv_orel_mat
AssetBundleMeshHullCollider=wp_cv_orel_coll_hull
############################################################
############################################################
# Internal Resources folder related
############################################################
ResourcesFolder=ships/wp_cv_orel/
ResourcesRoot=wp_cv_orel
#ResourcesMesh=wp_cv_orel
ResourcesMeshHullCollider=wp_cv_orel_coll_hull
ResourcesMaterial=wp_cv_orel_mat
############################################################
[Submodels]

SubModel137=Hull_New

...

[Hull_New]
ResourcesMeshFolder=ships/wp_cv_orel/
RootMesh=orel_replacement.obj
Mesh=orel_replacement_hull
Material=wp_cv_orel_mat

I disabled the AssetBundleMesh, AssetBundleDamagedMesh and ResourcesMesh, specified an additional object containing the new model, and it just works.

But with Kiev I ran into a problem.

#LODLevels=1
#LOD1Distance=1.5  // nautical miles

############################################################
# AssetBundle related
############################################################
AssetBundleMeshes=/AssetBundles/StandaloneWindows/ships
AssetBundleMaterials=/AssetBundles/StandaloneWindows/ships
#AssetBundleMesh=wp_takr_kiev
#AssetBundleDamagedMesh=wp_takr_kiev_d
AssetBundleMaterial=wp_takr_kiev_mat
AssetBundleMeshHullCollider=wp_takr_kiev_coll_hull
############################################################
############################################################
# Internal Resources folder related
############################################################
ResourcesFolder=ships/wp_takr_kiev/
ResourcesRoot=wp_takr_kiev
#ResourcesMesh=wp_takr_kiev
ResourcesDamagedMesh=wp_takr_kiev_d
ResourcesMaterial=wp_takr_kiev_mat
############################################################
[Submodels]

SubModel143=Hull_New
[Hull_New]
ResourcesMeshFolder=ships/wp_takr_kiev/
RootMesh=kiev_replacement.obj
Mesh=kiev_replacement_hull
Material=wp_takr_kiev_mat

First, the collider is referenced from AssetBundle, not Resources, and there is a ResourcesDamagedMesh specified here, and if I comment it out, the ship becomes unclickable on the map.

Second, the container launchers (SS-N-12) break. They work, but the missile is spawned at 0,0,0 global, and not inside the container, and the same happens if you try to add VLS (rail launchers do work as intended). The launchers on Orel work correctly.

Otherwise everything works, the model is displayed correctly, aircraft ops work, but I suppose the model will revert to original if the ship is damaged.

Is there anything that can be done with this? And if not, how to read the colliders correctly from obj?

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