Difference between revisions of "Custom skins"

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If you are bored with the look of your favorite vehicles and the available in-game camouflages are not quite right for your vehicle - a custom camouflage can be a good solution to creating a unique look for your vehicle.
 +
 +
You can always find interesting camouflages on the [https://live.warthunder.com/feed/ War Thunder LIVE] or create your own. Custom camouflage will be set locally which means it is only visible to the player creating it themselves. For others, the tank or aircraft will remain in the camouflage that has been selected in the “Customization” menu as the basis for custom camouflage.     
 +
 +
It is also possible to purchase camouflage for your vehicle on the [[War_Thunder_Market|War Thunder market]]. This camouflage will be visible to all players in battle.
 +
 +
== How to setup custom camouflage ==
 +
Select the tank or aircraft on which you want to update the camouflage, open the “Customization” menu and click on the button to create an example of camouflage.
 +
 +
Then head to the folder with the installed War Thunder client and do the following:
 +
# Follow the path: <code>War Thunder → UserSkins → *''previously received folder name''*</code> (in example: template_ussr_t_34_85_d_5t).
 +
# If you want to install camouflage from War Thunder LIVE you need simply delete all the the contents of the folder then download the unique camo you like from  live.warthunder.com and copy into the folder the contents of the archive, which will consist of several .dds or .tga files, as well as the camouflage configuration file "''vehicle_name''.blk".
 +
::* If you want to create your own camouflage then proceed to editing already contained in the folder simple graphic files in .tga format. By default a texture will be created for tanks, which will be applied to all elements of the tank.
 +
 +
Return to the client and update the list of available camouflages by pressing the appropriate button.
 +
 +
If you have done everything correctly, the camouflage you downloaded will be displayed in the list of custom camouflages when you click on it. Install it.
 +
 
{{Notice
 
{{Notice
|With the “Wind of Change” update the game has incorporated a new rendering system. The advantage of this being an extended range in the “smoothness” textures, allowing for a more natural reproduction of smooth and rough materials. This will especially affect the use of heavy roughness.
+
|The War Thunder developers periodically refine and [[History of updating 3D models and textures of units|update 3D models of vehicles in the game]]. Custom camouflages for such vehicles may need to be corrected in order to correctly display the custom camouflages created prior to the model update.
 +
}}
 +
 
 +
== How to create camouflage ==
 +
=== Creating tank camouflage ===
 +
Here we will take a look at three options for creating camouflages in order of complexity:
 +
* Scalable camouflage (via replase_tex)
 +
* Fixed camouflage (via set_tex)
 +
* <s>Combined camouflage (via set_tex with replase_tex elements)</s> — Coming Soon!
 +
 
 +
Let's start with the simplest one. As an example, we will make a scalable camouflage for the T-34-85 (D-5T).
 +
 
 +
Using the "Create Camouflage Example" function in the customization menu and finding these files in the UserSkins folder in the root of the game, we can start editing them.
 +
 
 +
==== Scalable camouflage ====
 +
Let's start with the simplest one. As an example, we will make a scalable camouflage for the T-34-85 (D-5T).
 +
 
 +
Using the "Create Camouflage Example" function in the customization menu and finding these files in the UserSkins folder in the root of the game, we can start editing them.
 +
 
 +
We will need the two files marked in green.
 +
* '''ussr_camo_green.tga''' - can be edited in almost any picture editor.
 +
* '''ussr_t_34_85_d_5t.blk''' - we may not need it, but it can also be opened and edited by almost any text editor.
 +
 
 +
Opening '''ussr_camo_green.tga''' in the photo editor we will see the standard camouflage for the tank.
  
In connection with this, there have been changes in the technology for camouflage creation. In the normal texture (_n, _n_dmg) the red channel that previously was responsible for smoothness of the texture, is now stored inverted roughness.  
+
We can start editing immediately: let's draw some orange stripes as an example.
  
The old smoothness channel has been converted to the new inverted roughness by the formula::
+
We can save the camouflage and see what we get. For simplicity save it in the same format and with the same name: '''ussr_camo_green.tga'''. So our new texture replaces the old one.
  
<pre>inverted roughness = 1 - (1-0.7*smoothness)^3</pre>
+
Back in the game, you don't need to close it, pressing "Update custom camouflage list" will update all textures.
  
According to the same formula, camouflage created before the release of the “Wind of Change” update will be automatically converted.
 
}}
 
 
{{Notice
 
{{Notice
|War Thunder developers regularly [[History of updating 3D models and textures of units|update 3D models of vehicles in the game]]. In order to correctly display the custom camouflages of such vehicles created before the model update, it may be necessary to correct them.
+
|Just don't click on the "create camouflage example" again! If you do that, all textures will be overwritten and your changes will not be saved!
 +
|!
 
}}
 
}}
  
If the appearance of your favourite vehicle has started to bore you, and the in-game camouflages available for it aren’t quite what you want, the best solution is to create a unique appearance for your vehicle with a user camouflage.
+
Then select our camouflage from the drop-down list and immediately see the result.
You can always find interesting camouflages on the War Thunder LIVE portal or create your own.
 
User camouflage is set locally, i.e. only the player can see it. For others, your tank or aircraft will remain in the same camouflage that was selected in the “Appearance” menu as the basis for the user camouflage.
 
  
__TOC__
+
We can scale, rotate and change the state of the camouflage, just like with the other available camouflages in the game.
  
==Setting user camouflage==
+
Note: Right away that for camouflage to work properly, the texture must be seamless. If this is not taken into account, such inconsistencies may occur:
Select the ground vehicle or aircraft you want to update the camouflage on, open the “Appearance” menu or click on the button to create an example camouflage.
 
  
<gallery perrow="1" widths="810px" heights="260px">
+
There are quite a few guides on how to make seamless textures on the internet, it won't be hard to find it.
File:CustomSkins CreateSampleFiles Wiki.jpg ‎
 
</gallery>
 
After that, go to the folder where the War Thunder client is installed and do the following:
 
  
#Go to the following path: War Thunder → UserSkins → *previously obtained folder name* - for example, template_ussr_t_10m. (macOS users using the standalone launcher must right-click the launcher in Finder, select 'Show Package Contents', then enter the 'Contents' folder. Inside is the War Thunder app itself. 'Show Package Contents' there, then go to Contents → Resources → game → UserSkins → *previously obtained folder name*.)
+
It is also worth mentioning that the texture may have a different name or even a different resolution.
#If you want to set a camouflage from the War Thunder LIVE portal, just delete the entire contents of the folder, then download the unique camouflage you like from live.warthunder.com and copy the contents of the archive to the folder. This will be 2-3 files in the DDS or TGA file formats and also configuration file “name_of_the_vehicle.blk”.
 
#If you want to create your own camouflage, then start editing the simple graphical files in the TGA format that are already in the folder. By default a texture will be created for ground vehicles which will be applied to all elements of the vehicle.  
 
  
<gallery perrow="1" widths="810px" heights="230px">
+
In this case we will need to put this texture in the folder with the other textures and replace the name of the old texture in the .blk file with the new one.
File:CustomSkins MovingCustomSkins Wiki.PNG ‎
 
</gallery>
 
 
Return to the client and update the list of available camouflages by pressing the corresponding button.
 
  
<gallery perrow="1" widths="810px" heights="260px">
+
For example, we have the '''new_tex.dds''' texture. We put it in the '''template_ussr_t_34_85_d_5t''' folder and in '''ussr_t_34_85_d_5t.blk''' replace '''ussr_camo_green.tga''' with '''new_tex.dds'''.
File:CustomSkins UpdateSkinFiles Wiki.jpg
 
</gallery>
 
If you did everything correctly, then the camouflage you loaded should be shown in the “User camouflages” list when you click it. Set the camouflage.
 
  
<gallery perrow="1" widths="810px" heights="260px">
+
Congratulations, we have made our first camouflage!
File:CustomSkins NewSkinDisplay Wiki.jpg
 
</gallery>
 
  
==Camouflage creation==
+
Before we move on to a higher level in creating camouflages, a few points should be noted:
The creation of any camouflage begins with the creation of the example that was described above. Next, the example files are edited in any suitable graphical editor as an ordinary image. The important thing here is to preserve the initial title, since this makes it far easier for less experienced users to use the already finished camouflage. If you want to change the name of texture so don’t forget to change it in the configuration file “name_of_the_vehicle.blk”.
+
* The camouflage texture must be square.
===Principles of creation===
+
* The texture side must be 128; 256; 512; 1024; 2048; 4096px.
When creating a camouflage scheme, authors are encouraged to adhere to the principles adopted in the game. Camouflages that do not comply with these rules will not be used in preparing content for the War Thunder Market.
+
* Basic textures of vehicles are best executed in a resolution no lower than 2048px on the largest side!
  
*Selection of content for the market will not be included if the camouflage contains changes in the cockpit.
+
===== Possible errors =====
*Changing the texture of the engine flame on aircraft is not desirable and in most cases will lead to a rejection when selecting content for the market.
+
Some ground vehicles may have textures that look like this after creation:
*Damages and chips of paint on _dmg textures should not at the borders of different sections of the DM model in the covering.
 
*The identification markings on aircraft of countries from the fascist/Nazi bloc should not contain prohibited symbols.
 
*For Italian aircraft it is recommended to use downloadable harmonised markings: ([https://live.warthunder.com/files/harmonisedItalianSigns.zip Click here to download the zip file]).
 
*The markings indicating shot down aircraft as well as the personal emblems of the pilots should not contain prohibited symbols. It is recommended to use the uniform image standards adopted in the game.
 
*For German aircraft it is recommended not to use tail markings.
 
  
===Aircraft camouflage===
+
This can be fixed in two ways:
Aircraft camouflages can not be rotated or scaled that’s why in the example you will find the arrangement of the elements of the structure.
+
# Edit blk
+
# Edit textures
The example consists of the following files:
 
  
*vehicle_name.blk a required file for defining the camouflage
+
'''How to edit blk'''
*vehicle_name_с.tga – the camouflage itself
+
To do this, we will need a camouflage blk file (in this case template_ussr_t_80 / ussr_t_80.blk). In it, we remove all textures except our scalable camouflage and save.  
*vehicle_name_n.tga – camouflage normals
 
*vehicle-name_с_dmg.tga – damage mask for alterations after taking damage
 
*vehicle-name_n_dmg.tga – damage mask normals
 
 
The first two files are enough for the simplest camouflage, but then your camo will be swapped for the standard one created by the example when you take even the smallest hit. So it’s worth stocking up on patience and creating some truly impressive work.
 
  
===Camouflage ground equipment===
+
This method is suitable '''if you only want to use''' scalable camouflage. This method is not suitable for fixed camouflage, but we will cover that next.
At the moment it is possible to create two types of camouflage for ground vehicles:
 
  
#Repeating camouflage - simple (monochrome, with spots, stripes) colouring, which can be scaled and rotated.
+
'''How to edit textures'''
#Fixed camouflage - complex variable patterns on different parts of the vehicle in which it is also possible to add decals even without a background (camouflage) which will be on the vehicle at all times. Such camouflage can not be rotated or scaled.
+
# Open the textures of the hull, turret and cannon:
 +
# Find the alpha channel of the texture:
 +
# Black out the alpha channel on all textures and save.
 +
# Update in game!
 +
# Done!
  
Rules of fixed camouflage
+
===== Scalable texture and alpha channel. =====
 +
Let's take it up a notch! Let's say we have an inscription that we want to put on the tank. Let it be... "Camouflage". But if we will use the previous method, so the inscription will appear in an unclear place and, most likely, will be stretched...
  
*Will be used by the set_tex block in the .blk file (see the example below).
+
Let's go back to our T-34-85 and try to make it look nice. Let's place this inscription on the turret.
*The colour of the camouflage will be applied to the model by the mask of the alpha channel.
+
# Open the texture of the turret t_34_85_d5t_turret.tga.
*Alpha channel: white - colour of the camouflage seen on the model, gray - translucent, black - colour will not be applied.
+
# We see a rendering of the texture of the turret. With a little skill we can guess which part of the texture is responsible for what.
*The colour of the fixed camouflage "shades" the metallicity and changes the smoothness.
+
# Place the inscription on the turret where we want it:
*The size of each side of the texture in pixels should correspond to the power of two (for example, 2048, 4096, 8192), the ratio between the sides should be the same as the original texture.
 
  
As a simple example we will create camouflage for the Chieftain Mk.10 with fixed decal in the form of an orange square. The layer will contain chieftain_mk_10_turret.tga texture. Its RGB and Alpha channels look like this:
+
Now we need to make it visible.
<gallery widths="350" heights="350">
 
File:CustomSkins Chieftain10RGB Wiki.png
 
File:CustomSkins Chieftain10Alpha Wiki.png
 
</gallery>
 
We draw a square in the same area on all channels. In the alpha channel, the remaining area needs to be filled with black.
 
<gallery widths="350" heights="350">
 
File:CustomSkins Chieftain10RGBOrangeSq Wiki.png
 
File:CustomSkins Chieftain10AlphaOrangeSq Wiki.png
 
</gallery>
 
In the case of changes to only one texture, the blk file will look like this:
 
 
<code>
 
name:t="user"
 
  set_tex{
 
  from:t="chieftain_mk_10_turret_c*" //the name of the source texture
 
  to:t="chieftain_mk_10_turret.tga" //the name of the changed texture
 
  param:t="camo_skin_tex"  //technical parameter
 
  }
 
</code>
 
 
So the model will take the following form:
 
<gallery widths="350" heights="200">
 
File:CustomSkins Chieftain10OrangeSq Wiki.png
 
</gallery>
 
Note that the rest of the texture with rust on the turret is not visible. This occured because the values of the alpha channel outside the square were equal to zero. Places with a gray alpha channel will be applied as translucent. The decal will overpaint the “split colour” places, change the metallicity and smoothness of the surface. Let’s open the uk_camo_very_dark_drab.tga file and draw black bars there (in the understanding of PBR "black" - it's not darker than 30; 30; 30 in RGB).
 
Important:
 
  
*This texture should have alpha channel, the smoothness of the coloured areas depends on it.
+
By default the alpha channel of the texture is black, which means that this texture is completely transparent and does not affect the camouflage. If we make the alpha channel white (i.e. completely opaque), this texture will completely cover our scalable camouflage.
*The texture should be shaded.
 
<gallery widths="350" heights="200">
 
File:CustomSkins RepetitiveCamoBlackBars Wiki.png|
 
</gallery>
 
The replacement of the repetitive camouflage file should be displayed in the blk file. For this it is required to add following block:
 
<code>
 
replace_tex{
 
  from:t="uk_camo_very_dark_drab*" //old camouflage
 
  to:t="uk_camo_very_dark_drab.tga" //new camouflage
 
}
 
</code>
 
  
As a result you will get a camouflage that can age (An aging mask will be applied) and after the destruction the model, will look correct.
+
This is what it would look like if we fill the "alpha" of the tower texture with white:
<gallery widths="350" heights="200">
 
File:CustomSkins Chieftain10OrangeSqBlackBars Wiki.png
 
</gallery>
 
 
 
By using set_tex you can paint the vehicle almost entirely as in the example of the camouflage “Berlin Brigade” for Chieftain Mk.10.
 
<gallery widths="350" heights="200">
 
File:CustomSkins Chieftain10OrangeBerlinCamo Wiki.jpg
 
</gallery>
 
The file .blk describes the application of fixed camouflage to the model by a consistent reference to the involved textures. If a texture is mentioned in .blk file which is not in the archive, then such a camouflage is unlikely to be considered in the selection for the market. <!---link--->
 
<code>
 
name:t="user"
 
// Scalable camouflage
 
replace_tex{
 
  from:t = "uk_camo_very_dark_drab*"
 
  to:t = "uk_camo_light_mud_blue_black.tga*"
 
}
 
// Fixed camouflage
 
set_tex{
 
  from:t="chieftain_mk_10_body_c*"
 
  to:t="chieftain_mk_10_body_c.tga"
 
  param:t="camo_skin_tex"
 
}
 
set_tex{
 
  from:t="chieftain_mk_10_gun_c*"
 
  to:t="chieftain_mk_10_gun_c.tga"
 
  param:t="camo_skin_tex"
 
}
 
set_tex{
 
  from:t="chieftain_mk_10_turret_c*"
 
  to:t="chieftain_mk_10_turret_c.tga"
 
  param:t="camo_skin_tex"
 
}
 
set_tex{
 
  from:t="chieftain_mk_10_add_c*"
 
  to:t="chieftain_mk_10_add.tga"
 
  param:t="camo_skin_tex"
 
}
 
  
 +
Therefore, in order to make only our inscription appear, it is necessary to paint only the area where our inscription is on the texture in "alpha" white.
  
<br />
+
Save, check the result in the game. Don't forget to press 'Update custom camouflage list'!
</code>
 
Pay attention to the alpha channel in the hull structure (the alpha channels of the remaining elements of fixed camouflage are similar).
 
<gallery widths="350" heights="200">
 
File:CustomSkins Chieftain10HullAlpha Wiki.png
 
</gallery>
 
Due to such a complex structure, there is no "paint" on scratches and parts of chassis. The similar effect can be achieved by subtracting a metallic map from the white alpha channel. To get alpha channel masks and metallicity maps we recommend using the export function WTAssetViewer from the [[War_Thunder_CDK#Installing_War_Thunder_CDK|War Thunder CDK.]] <!---link--->
 
  
{{Notice
+
The inscription has appeared and is not affected by rotation, scaling and our scalable camouflage! It will always be in the same place on the tower!
|Using the replace_tex instead of set_tex for the fixed camouflage texture will result in the inability to apply any decal to such textures in the game and such creations will be automatically rejected by selecting the content for the [[War_Thunder_Market|War Thunder Market.]]
+
 
}}
+
The alpha channel doesn't have to be white or black. You can use different greyscales to get a semi-transparent or uneven overlay.
 +
For example, if you make the lettering grey rather than white in the "alpha", our scalable camouflage will partially shine through from underneath it.
 +
 
 +
'''Why do we need this apart from proper inscriptions and decals?'''
  
Features of the application of camouflage by using set_tex:
+
For example, we don't need camouflage to be applied to the rollers... or the turret roof... Find these parts of the tank in the textures, create them the desired color and paint these parts white in the alpha channel.
  
*Set_tex is not intended for normal maps or AO (ambient occlusion).
+
There is plenty to experiment with, try it out and find interesting solutions! In the meantime, we will go one step further and move on to fully fixed camouflages.
*Transparency or incomplete coverage are allowed - for example to fix the decals. Then a scalable colour will be used in the missed areas.
 
*You can apply decals from the game to the model.
 
*Following destruction, the model will look correct.
 
  
==Share your work on the War Thunder LIVE portal==
+
==== Fixed camouflage ====
[https://live.warthunder.com/feed/camouflages/ Click here: To share your work on the War Thunder LIVE portal. Learn from the works of other authors or take them as a basis for your own work, but don’t forget to credit the original author]
 
  
 
[[Category:War Thunder CDK]]
 
[[Category:War Thunder CDK]]
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
 
[[Category:Custom skins]]
 
[[Category:Custom skins]]

Revision as of 16:11, 3 March 2023

Introducing Wiki 3.0

If you are bored with the look of your favorite vehicles and the available in-game camouflages are not quite right for your vehicle - a custom camouflage can be a good solution to creating a unique look for your vehicle.

You can always find interesting camouflages on the War Thunder LIVE or create your own. Custom camouflage will be set locally which means it is only visible to the player creating it themselves. For others, the tank or aircraft will remain in the camouflage that has been selected in the “Customization” menu as the basis for custom camouflage.

It is also possible to purchase camouflage for your vehicle on the War Thunder market. This camouflage will be visible to all players in battle.

How to setup custom camouflage

Select the tank or aircraft on which you want to update the camouflage, open the “Customization” menu and click on the button to create an example of camouflage.

Then head to the folder with the installed War Thunder client and do the following:

  1. Follow the path: War Thunder → UserSkins → *previously received folder name* (in example: template_ussr_t_34_85_d_5t).
  2. If you want to install camouflage from War Thunder LIVE you need simply delete all the the contents of the folder then download the unique camo you like from live.warthunder.com and copy into the folder the contents of the archive, which will consist of several .dds or .tga files, as well as the camouflage configuration file "vehicle_name.blk".
  • If you want to create your own camouflage then proceed to editing already contained in the folder simple graphic files in .tga format. By default a texture will be created for tanks, which will be applied to all elements of the tank.

Return to the client and update the list of available camouflages by pressing the appropriate button.

If you have done everything correctly, the camouflage you downloaded will be displayed in the list of custom camouflages when you click on it. Install it.

Msg-info.png The War Thunder developers periodically refine and update 3D models of vehicles in the game. Custom camouflages for such vehicles may need to be corrected in order to correctly display the custom camouflages created prior to the model update.

How to create camouflage

Creating tank camouflage

Here we will take a look at three options for creating camouflages in order of complexity:

  • Scalable camouflage (via replase_tex)
  • Fixed camouflage (via set_tex)
  • Combined camouflage (via set_tex with replase_tex elements) — Coming Soon!

Let's start with the simplest one. As an example, we will make a scalable camouflage for the T-34-85 (D-5T).

Using the "Create Camouflage Example" function in the customization menu and finding these files in the UserSkins folder in the root of the game, we can start editing them.

Scalable camouflage

Let's start with the simplest one. As an example, we will make a scalable camouflage for the T-34-85 (D-5T).

Using the "Create Camouflage Example" function in the customization menu and finding these files in the UserSkins folder in the root of the game, we can start editing them.

We will need the two files marked in green.

  • ussr_camo_green.tga - can be edited in almost any picture editor.
  • ussr_t_34_85_d_5t.blk - we may not need it, but it can also be opened and edited by almost any text editor.

Opening ussr_camo_green.tga in the photo editor we will see the standard camouflage for the tank.

We can start editing immediately: let's draw some orange stripes as an example.

We can save the camouflage and see what we get. For simplicity save it in the same format and with the same name: ussr_camo_green.tga. So our new texture replaces the old one.

Back in the game, you don't need to close it, pressing "Update custom camouflage list" will update all textures.

Msg-important.png Just don't click on the "create camouflage example" again! If you do that, all textures will be overwritten and your changes will not be saved!

Then select our camouflage from the drop-down list and immediately see the result.

We can scale, rotate and change the state of the camouflage, just like with the other available camouflages in the game.

Note: Right away that for camouflage to work properly, the texture must be seamless. If this is not taken into account, such inconsistencies may occur:

There are quite a few guides on how to make seamless textures on the internet, it won't be hard to find it.

It is also worth mentioning that the texture may have a different name or even a different resolution.

In this case we will need to put this texture in the folder with the other textures and replace the name of the old texture in the .blk file with the new one.

For example, we have the new_tex.dds texture. We put it in the template_ussr_t_34_85_d_5t folder and in ussr_t_34_85_d_5t.blk replace ussr_camo_green.tga with new_tex.dds.

Congratulations, we have made our first camouflage!

Before we move on to a higher level in creating camouflages, a few points should be noted:

  • The camouflage texture must be square.
  • The texture side must be 128; 256; 512; 1024; 2048; 4096px.
  • Basic textures of vehicles are best executed in a resolution no lower than 2048px on the largest side!
Possible errors

Some ground vehicles may have textures that look like this after creation:

This can be fixed in two ways:

  1. Edit blk
  2. Edit textures

How to edit blk To do this, we will need a camouflage blk file (in this case template_ussr_t_80 / ussr_t_80.blk). In it, we remove all textures except our scalable camouflage and save.

This method is suitable if you only want to use scalable camouflage. This method is not suitable for fixed camouflage, but we will cover that next.

How to edit textures

  1. Open the textures of the hull, turret and cannon:
  2. Find the alpha channel of the texture:
  3. Black out the alpha channel on all textures and save.
  4. Update in game!
  5. Done!
Scalable texture and alpha channel.

Let's take it up a notch! Let's say we have an inscription that we want to put on the tank. Let it be... "Camouflage". But if we will use the previous method, so the inscription will appear in an unclear place and, most likely, will be stretched...

Let's go back to our T-34-85 and try to make it look nice. Let's place this inscription on the turret.

  1. Open the texture of the turret t_34_85_d5t_turret.tga.
  2. We see a rendering of the texture of the turret. With a little skill we can guess which part of the texture is responsible for what.
  3. Place the inscription on the turret where we want it:

Now we need to make it visible.

By default the alpha channel of the texture is black, which means that this texture is completely transparent and does not affect the camouflage. If we make the alpha channel white (i.e. completely opaque), this texture will completely cover our scalable camouflage.

This is what it would look like if we fill the "alpha" of the tower texture with white:

Therefore, in order to make only our inscription appear, it is necessary to paint only the area where our inscription is on the texture in "alpha" white.

Save, check the result in the game. Don't forget to press 'Update custom camouflage list'!

The inscription has appeared and is not affected by rotation, scaling and our scalable camouflage! It will always be in the same place on the tower!

The alpha channel doesn't have to be white or black. You can use different greyscales to get a semi-transparent or uneven overlay. For example, if you make the lettering grey rather than white in the "alpha", our scalable camouflage will partially shine through from underneath it.

Why do we need this apart from proper inscriptions and decals?

For example, we don't need camouflage to be applied to the rollers... or the turret roof... Find these parts of the tank in the textures, create them the desired color and paint these parts white in the alpha channel.

There is plenty to experiment with, try it out and find interesting solutions! In the meantime, we will go one step further and move on to fully fixed camouflages.

Fixed camouflage