
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.įeatures of the application of camouflage by using set_tex:.To get alpha channel masks and metallicity maps we recommend using the export function WTAssetViewer from the War Thunder CDK. The similar effect can be achieved by subtracting a metallic map from the white alpha channel. Its RGB and Alpha channels look like this:ĭue to such a complex structure, there is no "paint" on scratches and parts if chassis. The layer will contain chieftain_mk_10_turret.tga texture. 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.Īs a simple example we will create camouflage for the Chieftain Mk.10 with fixed decal in the form of an orange square.The colour of the fixed camouflage "shades" the metallicity and changes the smoothness.Alpha channel: white - colour of the camouflage seen on the model, gray - translucent, black - colour will not be applied.The colour of the camouflage will be applied to the model by the mask of the alpha channel.Will be used by the set_tex block in the.Such camouflage can not be rotated or scaled. 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.Repeating camouflage - simple (monochrome, with spots, stripes) colouring, which can be scaled and rotated.So it’s worth stocking up on patience and creating some truly impressive work.Īt the moment it is possible to create two types of camouflage for ground vehicles: 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. vehicle-name_n_dmg.tga – damage mask normals.vehicle-name_с_dmg.tga – damage mask for alterations after taking damage.vehicle_name_n.tga – camouflage normals.vehicle_name_с.tga – the camouflage itself.vehicle_name.blk – a required file for defining the camouflage.The example consists of the following files: For German aircraft it is recommended not to use tail markings.Īircraft camouflages can not be rotated or scaled that’s why in the example you will find the arrangement of the elements of the structure.It is recommended to use the uniform image standards adopted in the game. The markings indicating shot down aircraft as well as the personal emblems of the pilots should not contain prohibited symbols.
PORTAL SKINS NOT WORKING WITH SOURCE UNPACK ZIP

The identification markings on aircraft of countries from the fascist/Nazi bloc should not contain prohibited symbols.Damages and chips of paint on _dmg textures should not at the borders of different sections of the DM model in the covering.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.

