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- War Thunder Skin Maker 2017
Mar 15th, 2014
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Changing the name of individual files will mean War Thunder won't read your new skins. You can edit folder names, though, but only after the existing folder name (i.e. 'templatebf-109e-3' can be edited to 'templatebf-109e-3swissj345'). Step 6: Refresh and load your new skin ingame. Create a folder titled UserSkins (exactly like that, no space) in your root War Thunder directory, and extract all your skins into subfolders there. If the skin maker has done their zip right, all the files you need already packaged in a folder that you can just dump. If it's loose files, you'll need to make a folder and extract them there. In this feature, we're chatting with Kingo64, the creator of the most popular mod for Blade & Sorcery - The Outer Rim. Being a bit of a Star Wars geek myself, this is a mod I've been following for a long time. Jun 16, 2019 Credits and distribution permission. Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources; Upload permission You are not allowed to upload this file to other sites under any circumstances; Modification permission You must get permission from me before you are allowed to modify my files to improve it. War Thunder Skin Anime. เป็นเพจที่สร้างขึ้นเพื่อแจก Skin Anime ของเกม War Thunder.
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- It's all pretty simple! Note, this is only possible with your CBT copy of War Thunder, until skinning is permitted in the main client.
- Step 1: Find Template Files.
- Download the following files. These are templates for a dozen or so popular planes from Wings of Prey, a previous Gaijin title. The skin templates in them are perfect for use in War Thunder.
- http://online.gaijin..ory.php?id=2323
- http://online.gaijin..ory.php?id=2441
- Alternatively, if you wish to skin a plane not templated by the above files, you will have to use the files provided in Step 2.
- Step 2: Create a UserSkins folder for your aircraft, and acquire the ingame skin files.
- For this, you will have to go to the Customization menu ingame, and click the little 'magic wand' (get template) button. It will auto-generate a suitable UserSkins folder in your War Thunder folder. For example, the P-26 Peashooter's template UserSkins folder is called 'template_p-26a_34_m2'.
- Within that you will find the following files:
- A 'damaged' texture file in TARGA (.tga) format
- A 'damaged' normal map in TARGA (.tga) format
- The top two are what we're currently editing to make these skins.
- Step 3: Prepare a graphics editing program that can open either or both TGA files (the ingame skin files) and PSD files (the Wings of Prey skin templates)
- The best program for this would be Photoshop. I don't have to explain how you can 'acquire' or purchase a copy. Otherwise, the free Paint.NET will do too.
- Step 4: Edit away to your heart's content.
- This is what a standard, 'stock' skin looks like. This is what you can easily make it look like just by fiddling with the layers and painting stuff in yourself, giving the plane seen above. Be sure to make layers for every little thing you're customizing, you may never know if you need to go back on a part of the skin. You can always hide or display layers, anyway.
- Step 5: Be sure to save in the proper format.
- Overwrite the files in the UserSkins folder. For example, when saving the edited skin for your Bf-109 E-3, you must overwrite 'bf_109e_3_a.tga' with your new .tga skin. Changing the name of individual files will mean War Thunder won't read your new skins. You can edit folder names, though, but only after the existing folder name (i.e. 'template_bf-109e-3' can be edited to 'template_bf-109e-3_swiss_j_345').
- Step 6: Refresh and load your new skin ingame.
- In the Customization menu, hit the Refresh cycling-arrows-logo, and select your new skin from the dropdown next to it. That should do it!
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.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.
- 2Camouflage creation
Setting user camouflage
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.
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).
- 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.
Return to the client and update the list of available camouflages by pressing the corresponding button.
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.
Camouflage creation
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”.
Principles of creation
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.
- Selection of content for the market will not be included if the camouflage contains changes in the cockpit.
- 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.
- 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: (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
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.
The example consists of the following files:
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- vehicle_name.blk – a required file for defining the camouflage
- vehicle_name_с.tga – the camouflage itself
- 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
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.
- 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.
Rules of fixed camouflage
![War Thunder Skin Maker War Thunder Skin Maker](https://i.ytimg.com/vi/oYE6y29_uAY/maxresdefault.jpg)
- Will be used by the set_tex block in the .blk file (see the example below).
- The colour of the camouflage will be applied to the model by the mask of the alpha channel.
- Alpha channel: white - colour of the camouflage seen on the model, gray - translucent, black - colour will not be applied.
- The colour of the fixed camouflage 'shades' the metallicity and changes the smoothness.
- 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:
We draw a square in the same area on all channels. In the alpha channel, the remaining area needs to be filled with black.
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In the case of changes to only one texture, the blk file will look like this:
So the model will take the following form:
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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.
- The texture should be shaded.
The replacement of the repetitive camouflage file should be displayed in the blk file. For this it is required to add following block:
![War Thunder Skin Maker War Thunder Skin Maker](https://i.ytimg.com/vi/_PDbNJNj2tA/maxresdefault.jpg)
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.
By using set_tex you can paint the vehicle almost entirely as in the example of the camouflage “Berlin Brigade” for Chieftain Mk.10.
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.
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Pay attention to the alpha channel in the hull structure (the alpha channels of the remaining elements of fixed camouflage are similar).
Due to such a complex structure, there is no 'paint' on scratches and parts if 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.
- Important! 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.
Features of the application of camouflage by using set_tex:
- Set_tex is not intended for normal maps or AO (ambient occlusion).
- 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
War Thunder Skin Maker 2017
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