Custom camouflage

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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.

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:

  1. Go to the following path: War Thunder → UserSkins → *previously obtained folder name* (for example: template_ussr_t_10m).
  2. 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”.
  3. 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:

  • 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.

Ground vehicle camouflage

At the moment it is possible to create two kinds of camouflage for ground vehicles:

  1. repeating camouflage - simple (monochrome, with spots, stripes) colouring, which can be scaled and rotated.
  2. 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 tank all the time. Such camouflage can not be rotated or scaled.

To make such a camouflage, you can use the camouflage example from the “The Berlin Brigade” Chieftain Mk.10, where all the vehicle’s parts have fixed coloring:

Rules of fixed camouflage

  • Transparency or partial coverage is allowed, for example for attaching decals. In this case, a scaled coloring will be applied to the skipped zones.
  • An aging mask applies to fixed camouflage.
  • The fixed layer works only when written into the BLK file of the camouflage.


Example of the file .blk configuration:

name:t = "name of camouflage"


replace_tex{
 from:t = "uk_camo_very_dark_drab*" - name of the texture of the repeating camouflage that we change
 to:t = "uk_camo_light_mud_blue_black*" - name of the texture of the repeating camouflage to which we are changing
}


The camouflage texture itself should be "tiled" and have an alpha channel (smoothness of camouflage) on which the effect of the “shine” of the camouflage depends.

Chieftain Mk.10 Ccamouflage.jpg

set_tex{
 from:t="chieftain_mk_10_body_c*" — name of the tank texture
 to:t="chieftain_mk_10_body_c.tga" — name of the new tank texture
 param:t="camo_skin_tex"  - technical parameter which must be in each block “set_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"
}

Features

  • To change in this manner, you can only texture the diffuse, so it will not work for AO and surface normal.
  • Permissible transparency or incomplete coverage - for example for the fixing of decals. Then in the missed areas will be used scaled colouring. Alpha channel: white color is visible, black is transparent.
  • The size of each side of this texture in pixels should correspond to two times to some extent (for example, 2048, 4096, 8192), the ratio between the sides should be the same as the original texture.
  • The “aging” mask acts on the fixed camouflage.

Fixed layer works only when registered in a .blk camouflage file.


Share your work on the War Thunder LIVE portal

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