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Summary
- Paintmods are color schemes applied to ship hulls, they are also referred to as paintjobs and skins.
- The screenshot screenshots provided on this page are only for general reference. Based on environment, light and ship, a paintjob can be very different in appearance.
Adding a Paintmod to
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a Save
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This will tag your the save as modified |
You can locate the ware ID of a paintmod you already own to simplify finding the section but it should look like thisPaintmods are stored in the inventory node of the save xml as in the following example, this can be edited to have larger amounts of paintmods in a given save.
<inventory>
<ware ware="paintmod_0001" amount="100"/>
</inventory>
This example will give you set the save to have 100 "Shade of Innocence" paintjobpaintjobs
Creating a new Paintmod
- A paintmod is defined in \libraries\paintmods.xml and an associated ware in \libraries\wares.xml. The ware id associates the two records.
- Factions have a selected list of paintmods assigned in \libraries\themes.xml
- Pirate, Shady, and Station Traders may sell paintmods if the ware is added as a stock in \libraries\stock.xml
- It is possible to create custom paintmods using unique settings in paintmods.xml and by also adding additional patterns to \assets\textures\pattern. The pattern file is a *.gzip file with a *.dds file (Direct Draw Surface) wrapped inside.
- Each paintmod needs an icon for use in the UI. These must be located in \assets\fx\gui\textures\paintmods. The icon file is a *.gzip file with a *.dds file (Direct Draw Surface) wrapped inside.
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