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About PunishedKAsual

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  1. A simple step-by-step guide to extracting and preparing PnF modding files (with skill and knowledge you too can make amazing mods like these, not that i can. lmbo) Image Courtesy: AstreTunes (Yuudachi_Kai_Ni) from SEA Group. He also contributed significantly to this guide. Preface/What's the point of this guide This guide is written as a step-by-step tutorial to extract files and how to prepare them for release. What’s PnF modding? PnF modding is modding with wows ModsSDK, a modding tool provided by Wargaming Studio. With PnFmodding and ModsSDK, one opens up many possibilities with modding such as replacing textures, 3D models and fine adjustments to various parameters compared to conventional modding methods. Also, you can edit files to only affect a ship. This is especially useful if the ships you want to mod contains files that are shared (most frequently turrets and various small objects) If, however, the mods you wish to make are more basic, such as simple texture tweeking and modification, you might not need to use PnF mods. A further guide to texture modding will soon be released on the topic of camouflages and texture editing sometime in the future. Guide Tools/ resources you’ll need: 1. A Text Editor A capable text editor is needed to edit various configuration files. Examples being NotePad++, Atom, VIM, Microsoft Visual Studio (the last one is a bit extreme if im honest). Please do not use the notepad.exe that came included with your windows installation. 2. Paint.NET/ GIMP with dds plugin / Photoshop with dds plugin Paint.NET is free and lightweight but the UI is rather rudimentary. GIMP is free opensource software thats very capable. [Edit: There are reported compatibility issue with DDS file generated with GIMP, you are recommended to compile the final dds files with Paint.NET should you wish to edit with GIMP] Photoshop with dds plugin will involve licensing fees. 3. ModsSDK.zip Released by Wargaming staff, this is a file that contains various files necessary to extracting information of ships. Note that with each update, a separate version of ModsSDK.zip is required to extract PnF mod files. These resources are easily accessible from the forum. Extracting files 1. Create a folder structure in file path \res_mod\version number\ called PnFMods 1.1. Create a folder called “ModsSDKExport” 2. Inside the ModsSDKExport folder, create a file called“Main.py”, then open it with a text editor. Write the following lines API_VERSION = 'API_v1.0' contentSdk.extractSources('ModName', 'ShipID') Replace SuperYamato with your mods name and replace JSB018_Yamato_1944 with the ship ID of the ship you want to mod. A possible way to find ShipIDs is to peep into the ModsSDK.zip . In this example, I create a mod with name "AsashioMod" modifying Tier 8 Destroyer Asashio (ShipID JSD518_Asashio) 3. Place the ModsSDK.zip inside the “PnFMods” folder. If the ModsSDK.zip file contain a version number like ModsSDK084834570293748.zip , simply rename the zip file to “ModsSDK.zip”. 4. Launch World of Warships normally. 5. After your game has been loaded successfully, a folder will automatically generate inside \PnFMods\ In this example, a folder called "AsashioMod" is generated containing all the relevant files needed. Before proceeding, you are recommended to rename the /ModsSDKExport/Main.py file into /ModsSDKExport/Main.txt . Otherwise the game will overwrite the PnF mod folder every-time the game loads and prevent you from logging in. Ruining all your hard work and wasting all your time. When renamed to a txt file, the PnF mod extraction process will no trigger and you have can easily reuse the Main.py file should you want to extract files for another ship. Editing In depth guide to editing specific files will be out-of-scope for this guide. The Folder Structure and file names should be self explanatory to what each file does. Never, here is a list of general description of what some of the files do. Files with extension .dds These are directdraw surface files that serves as textures of 3D models. Use Paint.NET\GIMP\or Photoshop to edit them. _a.dds : this file is the Base texture you edit that directly affect the skin _ao.dds: ambient occlusion, that helps the game to load a pre-rendered shadow _mg.dds : specular- determines the shininess and color of reflected environment light _n.dds : normal map- this adds the blue texture files allow you to create dents and grooves on the surface of a model Files with extension .mfm .mfm files control which texture files the Game Client look up. Editing them will allow you to designed files with alternatives. Files with extension .primitives These are 3D model files. Regrettably I do not know what software are used to open/edit them, nor do i know about the procedure involved. Perhaps other modders will be able to comment on this. Readying your mod for game There are some preparations required in order to successfully load your mods. 1. Create a empty file called PnFModsLoader.py in res_mod\[version number] This file is needed to initiate PnFMod loading. 2. Create a file called Main.py containing the following lines API_VERSION = 'API_v1.0' contentSdk.registerShipMod('ShipID') Replace ShipID with the Ship ID of the ship you are modding. 3. Remove unneccesary file like ModsSDKExport and the Main.py file before sharing Troubleshooting Unfortunately, I’m not the most knowledgeable modder when it comes to PnFMod modding. While my esteemed colleagues at NA server and EU are compiling a comprehensive manual covering various aspects , there are only so much I can answer about PnFModding. However, should you come across a problem when modding with the ModsSDK, I strongly advise you to check out the python.log file in directory \World_of_Warships\profile . The log file is readable with any text editors and searching for your own mod’s name inside the log should easily return relevant error messages. Common Problems 1. Texture not found on deck-house glasses This problem is caused by a loose end in the transparent_glass_alpha.mfm configuration file. To fix this, open the transparent_glass_alpha.mfm and edit the <texture> file path to the following content/gameplay/common/textures/transparent_glass_alpha_a.dds 2.Texture not found on aircraft propellers Similar to problem 1, the solution to the problem would be in the propeller mfm file (file name would end in something like Blade_02_alpha.mfm) content/gameplay/common/textures/German_Disk_3Blade_02_alpha_a.dds Acknowledgement A few fellow modders and WG staffs has helped me in gaining knowledge about PnF modding. At the end of this simple guide, I would like to give them a shout out. They are AstreTunes (EU, Yuudachi_Kai_Ni) CompassRose (NA server) MatroseFuchs (WG) Sub_Octavian (WG) MedvedevTD (WG) Aerroon () o_fingers_o (NA) Good Luck and happy modding, fellow modders!
  2. PunishedKAsual

    A Simple Guide to Texture Modding

    A Simple Guide to Texture Modding (yes please I want to write number on my Daring's stern) Source: PunishedKAsual Royal Navy Destroyer Pennant Number & Funnel Bands Mod by [KA]sual Itasha (痛車) but for ships. Image courtesy: @Compass_Rose, a eminent modder from NA server who does a ton of anime-themed modding. Be sure to check out his works at the Visual Mod section on the forum! Foreword Do you want to put your anime waifu onto the side of the ship? Interested in adding hull numbers to your Cruiser? Wanna change the wooden deck to a metallic one? Texture modding allows you to modify the exterior appearances to your liking. This guide serves as a exposition and introductory manual to the world of texture modding The actual Guide starts here... Tools you will need 1. Wows Unpacker A tool released by Wargaming. You need it to extract relevant files from the WoWs Game Client. You can acquire the software and a guide here https://forum.worldofwarships.eu/topic/113847-all-wows-unpack-tool-unpack-game-client-resources/ 2. Image manipulation program (Paint.NET/ GIMP / Photoshop) A image manipulation software such as Paint.NET, GIMP and Photoshop is needed to edit .dds texture files. Paint.NET is a lightweight freeware. While the software is capable for simple edits, on more complex edits, one will quickly find the Paint.NET ‘s functionality on the rudimentary side, limiting the potential of what you can do. GIMP is a open source software counterpart to Photoshop. To open and edit dds file you will want to download a DDS plugin for GIMP. [Edit: There are reported compatibility issue with DDS file generated with GIMP, you are recommended to compile the final dds files with Paint.NET should you wish to edit with GIMP] Photoshop(+ Nvidia dds plugin). Software of my choice. The creative suite boast an all-rounded creation tool and UI optimized for. However, the software will incur licensing fees. 3. Wows Client Obviously. 4. Patience, Perseverance and Love (very important!) Modding is quite a timeconsuming and can be frustrating at time. Keep up your love on your shipfu to make amazing mods! Extracting Files Open the wows unpack tool A ship texture files are stored in the /res/content/gameplay/ with a logical file structure. Simply natvigate. For example, textures files for USS Battleship Iowa are located in res/content/gameplay/ship/battleship/textures/ and files for German Destroyer Z39 would reside in res/content\gameplay\germany\ship\destroyer\textures . Similarly, turrets, torp tubes, radar arrays are all packed in a similar file structure. For every ship in the game, there would be a set of 4 basic texture files that ends in _a.dds, _o.dds, _mg.dds, n.dds. Larger ships will involve multiple sets of texture files for their Hull(hull_a.dds), Superstructure (deckhouse_a.dds) and Torpedo Bulges(bulge_a.dds). Each of the files serves an unique propose in the appearance of the ship, together they form the full picture. Not all mods need to modify all 4 files, if you are only editing a limited aspect of a ship, say only the surface of the deck on a carrier, you might only need to extract the _a.dds file, instead of a bulk of 12 files. Be aware that some files (such as gun turrets, torp tubes, radar arrays and other small objects) are commonly shared between multiple ships. Editing one such file will affect the appearances of multiple ships. To avoid unwanted edits, one will find the advanced modding technique "PnFmodding" useful with which one may easily control the scope of effects. Learn more about PnFmodding with this introductory guide I've written. what does each of the .dds file type do Here is a brief description of what the files do. Notice the x in _x.dds indicate their role in the ship texture package. a.dds controls the skin of the ship. Most of your interests will fall here ao.dds is "ambient occlusion " that helps the game to load a shadow effect mg.dds controls various parameter of the "specular" map, elaborated in the next section n.dds are “normal maps”. The blue texture files allow you to create dents and grooves on the surface [pitfall] Some ships (usually premium ships) has extra files that ends in .dd0, .dd1, .dd2 in addition to the .dds files. They exist as more elaborate rendering files for at different zoom levels. In this scenario, you are recommended to extract the files ending in .dd0 (the file with highest resolution), and then renaming the file extension from .dd0 to .dds before proceeding. Editing Texture files Using the Image Manipulation Program of your choice, open the .dds file you wish to edit. I won't go too deep into the technicalities of the software, but I will give share insight to how to use these files and some tricks. [Pitfall] As mentioned above, despite the editing power,Photoshop with Nvidia DDS plugin will have some compatibility issue with transparent texture. If you so prefer using Photoshop for editing, I would recommend first using Paint.NET to convert the DDS file into a PNG file , and then edit the PNG file in Photoshop. _a.dds (skin) This is probably what most mod creators will focus their attention on. Modifying this texture will directly modify the hull on the. The first thing you want to do with the a.dds is to identify where the parts of texture files are mapping to the ship. Some ship texture files would be more straightforward and some might not be so easy to decipher. Identifying the bit of superstructures is usually time consuming as they tend to include small and similar fragments of textures. The picture above shows a rough breakdown of Asashio's texture. Be aware that some textures are mirrored to the orientation of the in game rendering. Flip adjustments accordingly when you are editing these areas. Mercifully, esteemed Fellow mod creators TheKingOfUm(EU server) and IsamuKondera(EU server), has created elegant solutions to aid the process of identifying texture parts. For the sake of tidiness, I've included their solution in the Spoiler drawer below. Click to see the spoiler content TheKingOfUm: IsamuKondera(EU) has suggested exporting the 3D model to obtain the UV map with primitive/object converting tools to directly edit the files as 3D objects. Details for this method will be added later. Notice that, due to the way the WoWs rendering engine works, the game will interpret the texture brighter than it’s in the image manipulation software. This would be self evident when you check out the white areas on the flag.dds and some material that appear as white, where the “white part” has a brightness value of less than 70%. If you are importing textures directly and pasting them on the model directly, you might like to reduce the brightness of that layer ever so slightly to match the brightness level. Of course, if you are going for a “cleaner” artistic direction, or is making a glow-in-the-dark mod, you might safely ignore this piece of advice. _ao.dds (shadow details) _ao.dds are used to create fine shadows on the 3D texture. _mg.dds (specular) _mg.dds files has multi-fold functions. It determines the shininess and color of reflected environment light. Each pixel’s RGB values acts effectively as the local parameter of the area. For each pixel’s RGB value: R controls roughness, the material gets smoother when R increases G controls reflection strength B controls camo/glow strength An common application of the .mg dds is to edit the texture map's various areas to partially/ completely disable camouflages. For example, in my Historical IJN DD camouflage mod, I exploited this property of mg.dds to create "cut outs" on areas affected by the ship camoufalge. ...which result in this effect Alternatively, if you are making a glowing mod, manipulating the B value is one of the way to achieve a glowing effect. _n.dds (normal map) As outlined above, the function of normal map is to create subtle dents and grooves on the model surface. In order to create the depth effects, Photoshop’s DDs Plugin includes a filter that can automatically generate Normal Maps for a _n.dds. I also believe that the GIMP dds plugin provides similar functionality.you might manually edit the texture color should you so prefer. Unfortunately, my computer seems to have some issue with the Normal Map Generator, so I cannot demonstrate how to create normal map right now. Nevertheless, web searching with keyword “Normal Map” should reward you with plenty of tutorials. Exporting and loading them in game Now that you are satisfied with the edit you’ve made, you will want to export the texture files for game-play and sharing. Simply Click "File>Save As..." in your menu and select [.dds] in the "save as type" drop down menu. You will encounter a pop-up box prompting various parameter for the .dds file. Preferably, you should choose one of the DXT formats with alpha (transparency). While some of the alternative setttings like A8R8G8B8 may return higher quality, they comes also with troubles in the form of compatibility, larger file sizes, longer loading time and worse of all, WoWs engine will refuse reading some of them, leading to a crash/ failed battle loading. As such, you are advised to use DxT formats. [Very important!] Ensure that you have the appropriate file name and file paths when saving your files. [Very important!] Ensure that the file you create has the same dimension as the original files. An alternative when using Photoshop to edit files is to first save the texture as a .png file, and then use Paint.NET to convert the .png into a .dds file. The advantage of this method is that, for reasons unknown to me, generating .dds with Paint.NET results in a file that’s slightly smaller compared to files output from Adobe Photoshop. After you saved, the files to res_mod\[game_version]\ with a suitable folder structure, the game will automatically. Hint: texture mods usually does not require a game restart to load. For more an efficient development process, open the game and load all the relevant files into res_mod, and edit the files on the fly. To refresh your texture edit progress, simply save the .dds, load another ship by clicking another ship in the port, and click the ship you are modding again. Your modified textures should show up immediately. [End of Texture modding Guide] Thanks for reading through my humble guide to texture modding. If you have any question regarding the process, please leave a comment below. Further Reading/ Useful Links / Citations You might find some of the following links useful in your modding endeavors. 1. Aerroon. (2015), WoWS: Guide - How to make ship skin mods ( In which Aerroon demonstrates the mod making process. The video is dated from the early days of World of Warships and some procedures / workflow are different. 2. https://forum.worldofwarships.com/topic/42655-tutorial-how-to-create-your-own-skins/ Here some veteran modders discuss the functionality of some texture files. Acknowledgement A good number of WoWs community members has helped me along my journey of modding, as well as in writing this guide. I wish to express my gratitude here. Aerroon Aslain’s AstreTunes CompassRose GrafZeppelinKai IsamuKondera KinoMyu MatroseFuchs (WG) MedvedevTD (WG) o_fingers_o TheKingOfUm IsamuKondera Also, I would like to thank Wargaming for their continued appreciation and assistance to the Modder community. Good luck and happy modding, fellow modders!
  3. Camouflage Modding: Camouflage textures and .xml manipulation ^a possible out come of camouflage modding. Note that this particular "historical IJN DD" mod now longer use camouflage modding due to various reasons. Musashi Baltic camouflage mod: my all time favorite and frankly the my best camouflage work ever. A demonstration of this very mod's creation process is available as a demonstration in the appendix. Not every camouflage has to be grey-ish tho, with camouflage.xml you can specify the camouflage to sport any color schemes you want. Preface This is a comprehensive guide to modding in regard to World of Warship's camouflage mechanism and implementing skins as camouflages. The material is based mostly from my 3 year experience in wows modding, but I should not be so self-absorbed to deny many had helped me along the way. I hope this little guide will prove useful for newer mod creators who want to make skins in the form of camouflages. I should mention that some of the effects with camouflage modding are achievable with direct texture modding, which in many case might be easier. Guide Tools you will need 1. Wows Unpacker A tool released by Wargaming. You need it to extract relevant files from the WoWs Game Client. You can acquire them here ttps://forum.worldofwarships.eu/topic/113847-all-wows-unpack-tool-unpack-game-client-resources/ 2. Image manipulation program (Paint.NET/ GIMP / Photoshop) A image manipulation software such as Paint.NET, GIMP and Photoshop is needed to edit .dds texture files. Paint.NET is a lightweight freeware. While the software is capable for simple edits, on more complex edits, one will quickly find the Paint.NET ‘s functionality on the rudimentary side, limiting the potential of what you can do. GIMP is a open source software counterpart to Photoshop. To open and edit dds file you will want to download a DDS plugin for GIMP. [Edit: There are reported compatibility issue with DDS file generated with GIMP, you are recommended to compile the final dds files with Paint.NET should you wish to edit with GIMP] Photoshop(+ Nvidia dds plugin). Software of my choice. Note that this being a commercial software it WILL incur licensing fees. 3 Adobe Illustrator/ Inkscape/ any(optional) Should you want to draw precise geometric forms, in which case camouflage files has plenty, you might find such vector graphics editors invaluable for drawing patterns. 4. A decent Text Editor A capable text editor is needed to edit “camouflage.xml” Examples being NotePad++, Atom, VIM, Microsoft Visual Studio. Please do not use the notepad program that came included with your windows installation. It’s easy to lost track of things and make mistakes with the rudimentary functionalities. Install NotePad++ for editing if you don’t already have an appropriate text-editor. 5. An up-to-date Wows Client Obviously. Extracting Files Open the wows unpack tool. Access \res\content\gameplay\common\camouflage\textures\ with the unpack tool. Camouflage pattern texture files are located in file path as .dds files. Select the camouflage patterns you would like to edit. If, at this stage, you are unsure which camouflage file you need to edit, simply select the entire camouflage folder and work out which file to edit in a latter stage. Despite the numerous files, the overall size of all camouflage texture are decently minimal, comparatively speaking. Select the camouflage.xml file for advanced camouflage configuration. If you are only interested in changing the pattern of some camouflage, you will not need this file. However, if you are interested in altering colour schemes, or reassigning camouflage for guns/ torpedo tubes, you will need the camouflage.xml file.You might also find it useful to find the files affecting the ship you want to edit, even if your final mod may not need the camouflage.xml. Camouflage structure Unfortunately, no one can be told what the camouflage rendering engine truly is. You'll have to see it for yourself. In this guide, I will first introduce various component of the mod to form a clearer picture of what’s going on. Where necessary, sample images and codes will be used to aid demonstration. camo .dds .dds files serves as patterns of the camouflage. They look like this and is always in straight Black, Red, Green, Blue pixels. Ideally, a camouflage pattern file should only contain these 4 colors, altho some gradient transition between them are possible. Ship-specific camouflages, such as Permanent Camouflages following file name convention ShipID_ShipName_[year]_camo_01.dds, Common camouflages, such as Type 1, Type 2, Type 5, has various files to them. Look up camouflage.xml for the exact file paths. Demonstration: Anatomy of “camouflage.xml” with demonstrations An intuitive interpretation of the camouflage.xml configuration file would dissect the file into 3 sections: 1. Ship Groups 2. Indexed colour palette 3. Camouflages Block 1. Ship Groups <shipGroup> <name>RUS_group_1</name> <ships> PRSD103_Derzky PRSD104_Izyaslav PRSB001_Nikolay_I PRSC101_Orlan PRSC002_Diana_1905 PRSC010_Diana_1905_Asus PRSC001_Avrora_1917 PRSC503_Oleg PRSC105_Kirov PRSC003_Murmansk_1944 PRSC106_Pr_94_Budeny PRSC506_Molotov_1943 PRSC107_Schors PRSC108_Pr_68_Chapaev PRSC508_Kutuzov_1952 PRSC110_Pr_66_Moskva PRSC513_Varyag PRSD709_Pr_41_Neustrashimy PRSB103_Knyaz_Suvorov PRSB104_Gangut PRSB105_Pyotr_Velikiy PRSB106_Izmail PRSC610_Smolensk</ships> </shipGroup> At the top of camouflage.xml you will find such “ship group” declarations. ShipGroup Elements declares any number of ships into a group to be easily assigned camouflages in bulk. You may define new ship groups by inserting new block of <shipGroup></shipGroup> in the same format. Be aware that each ShipID should only appear in one(1) ship group, or the game client will become unstable when loading. This Section takes up around 200 lines in the camouflage.xml file. 2. Indexed colour palette Palettes <!--//IJN UNIQUE Yamato colour scheme 26--> <colorScheme> <name>colorSchemeIJNP26</name> <color0>0.108 0.117 0.085 1.000</color0> <color1>0.025 0.037 0.012 0.784</color1> <color2>0.344 0.364 0.316 1.000</color2> <color3>0.263 0.275 0.133 0.784</color3> <colorUI>0.509 0.529 0.278 1.000</colorUI> </colorScheme> About 200 line or so into the camouflage.xml, you will encounter the “ship”. These elements assign a color to the Red/Green/Blue Pixels in the .dds file we discussed previously. The <name> element defines the official name for software look up. This information has to be consistent with the data in the next section. <color0> affects the black pixels, <color1> affects the pixels in red, <color2> are blue and <color3> are the green one. <colorUI> This control the Color Scheme UI button if eligible. This is what it looks like if you give the first colour scheme 1.000 0.000 0.000 1.000 and the second colour scheme 0.000 1.000 0.000 1.000: (Special thanks to TheKingofUm for clarifying what this parameter does) Values in each color elements read from left to right Red, Green, Blue, Alpha. Adjusting the each value is analogous to dragging the RGB slide bar in Photoshop. To choose a color, break down their RGB or hex code to decimals by dividing 256 and then divide by a factor of 4 (or 5). The reason for further dividing the RGB color is that the game engine will magnify the brightness of the RGB value when rendering, simply inputting the RGB value in decimal form will usually result in a glowing effect. To get a more accurate color, you are advised to divide the decimal value by 4~5. Example using the Z-52 again. 3. Camouflage Block Example 1 camouflage assigned to ship groups - you will first encounter this Subsection <camouflage>  <annotation>Restless Fire tile camouflage block for the ships with a texture 4096*4096+2048*1024</annotation> <name>camo_EU_special_tile</name> <shipGroups>RUS_group_6 GER_group_5 IJN_group_6 FRA_group_7</shipGroups> <tiled>true</tiled> <UV> <DeckHouse>1.25 1.25</DeckHouse> <Tile>2.5 4</Tile> <Gun>0.5 0.75</Gun> <Bulge>0.6 1</Bulge> </UV> <Textures> <Tile>content/gameplay/common/camouflage/textures/Dazzle_tile_camo_07.dds</Tile> </Textures> <colorSchemes>colorSchemeRF01</colorSchemes> </camouflage>  Example 2 ship-specific camouflage (for Z52) - you will find this after the ShipGroupCamouflage Blocks Subsection. Premium camouflages and reward camouflages specific to a ship(such as the 2017 birthday camouflage) follows this format. <camouflage> <annotation>Z 52 unique permOflage block</annotation> <name>camo_permanent_1</name> <targetShip>PGSD110_Z_52</targetShip> <tiled>false</tiled> <UV> <Tile>1 1</Tile> <Gun>1 1</Gun> </UV> <Textures> <Hull>content/gameplay/common/camouflage/textures/GSD009_Z52_1945_camo_01.dds</Hull> <Gun>content/gameplay/common/camouflage/textures/Black_gun_camo_01.dds</Gun> </Textures> <colorSchemes>colorSchemeGERP25</colorSchemes> </camouflage> The camouflage block assigns camouflage .dds files and .color schemes to either a group of ships (as in example 1) or a specific ship (as in example 2). Each of the elements control an aspect of the camouflage. Usually, tiled camouflage pattern are used on ship groups as common camouflages and ship specific files are unique to a ship. However, you can write a overriding declaration to replace a tiled pattern with a new ship-specific by injecting code blocks. <annotation> lists the name and comments on the mod and is not interpreted by the game client. Evidently, you will find the information listed by Wargaming Studio useful to find which camouflage block affect which ship’s camouflage. Write relevant information in this to help your development process. <name> lists the official name that correspond with the in game engine. The camouflage name should be self-explanatory, camo_1_tile would be Type 1 in game, camo_2_tile would be Type 2 in game, camo_3_tile actually points to the Type 5 camouflage in the camouflage tab, etc <shipGroups> (example 1) defines which group of ship are affected by this camouflage block. Look for the Ship Groups section above for details. As shown in the example, you can include multiple Ship Groups in one camouflage bloc. <targetShip> (example 2) is similar to <shipGroups>, except it points towards a specific ship with the ship ID. Such allows for high customization potential for a ship. Do be aware that, contrary to the usual conventions, ShipIDs in the camouflage.xml have 4 character prefixs “PXXX” <tiled> determines if the camouflage pattern is treated a tiles or as a single stretch of canvas, think of tiles in your bathroom's walls. They are either true or false, which common camouflages patterns, whereas ship-specific ones are always “false”. <UV> These parameters stretches the scale of pattern files. Linear Algebra stuff. Normally you wouldn't need to edit this criteria <Textures> This is where it get interesting. The sub-elements <Hull>, <Gun>, <DeckHouse> shows the file path to the camouflage file for their respective areas. Changing the file paths can allow for adding extra/ custom camouflages, should the original file path’s file is not suitable or is being used by multiple ship. For example, some Battleship’s superstructure uses “B_gun_camo.dds” - file thats used by a few dozen ships, and hence cannot be modified without damaging other ships. You can easily insert a new custom.dds into the camouflage folder and modify the file path to the corresponding file name to enable a custom camouflage pattern for that ship only.  <colorSchemes> points to the Indexed colour palette we created in section 2 of this chapter. In some cases (mostly on Japanese and American ships), you will find two such instances of <colorSchemes>. This is down to the fact where special Admiral Halsey and Admiral Yamamoto may use an alternative camouflage color-scheme. Editing the first one will affect the left option in the UI and the second one affects the right option. You may also remove the second one, should you decide you do not need a color alternative in the camouflage mod.  Exporting and Previewing your work Presumably, you've already outputted dds files when you are making the mod. Your final camouflage mod output should contain a folder with file structure \res_mods\[GameVersion\\content\gameplay\common\camouflage\textures containing all the camouflage files Save your PAint.Net/ Photoshop/ GIMP source files for future editing. A useful trick is to edit the files in the res_mod\ folder while having them loaded with an active instance of the WoWs Client. Any effect you have made to a file will immediately refreshes each time you save the file as .dds and refresh the game model by click another ship in port and back forth. Unfortunately, the same cannot be said about the camouflage.xml file. All changes to camouflage.xml requires a game restart to take effect.  Appendix: Extra Camouflage modding demonstration Musashi Baltic camouflage mod process sharing. Others & Troubleshooting Updating your mod Notice that, any mod involving camouflage.xml will require updates to the xml file. Should you release such a modpack to the public world, you should commit to the effort involved updating every patch. At the very least, one should provide documentation to how to update the camouflage.xml. Trick with mg.dds If you are looking into manipulating the areas of the ship covered by camouflages, or simply wants to disable all camouflage on a ship, you might find a trick with the texture files mg.dds useful. For this method, read A simple Guide To Texture Modding Hard Edges and DXT artifacts  Due to the way DXT compression works, hard edges between the different colors may sometime result in jarring and ugly artifacts. Camouflage modding may sometime not be able to create patterns too fine. You may circumvent this problem with My pattern loads but it is in some funky shapes than I expected Caused by error in dds file dimension. Check your .dds file dimensions. Each of the sides should be a power of 2, such as 512, 1024, 2048 or 4096. Sometimes software run into an error that accidentally output 4097 sides. If your game fails to load with camouflage mods / camouflage fails to load It can be down to one of these reasons: 1. broken camouflage file. 2. wrong file name / file path in the res_mod folder 3. compression format with .dds file << You are advised to use one of the DxT formats (DXT1, DXT3, DXT5).  Conclusion This wraps up all that I know about camouflage modding. If you spot a mistake, have a problem, or has anything to add, please dont hesitate from leaving a comment below.  Special thanks to @TheKingOfUm for clarifying what ColorUI parameter does!
  4. PunishedKAsual

    Indomitable Review - Impotent

  5. Just adapt dude. Press WASD to dodge
  6. Someone who creates mods that modifies some aspects (graphical, audio, interface and what not) of the game and, in this context, which quality is recognized by Wargaming.
  7. Amazing We've all been there before - getting told "lmbo that's not a bug, that's a feature" by software devs. Never have I in my life pictured that, one day, I would be told the polar opposite "oops, that's not a feature, that's a bug" Reality is truely stranger than fiction
  8. PunishedKAsual

    Are We Getting A Free EXP discount?

    I'm guessing its either an innocent mis-translation of the usual FreeXP/Doubloons conversion discount OR just going to be some really lackluster conversion rates with credits
  9. PunishedKAsual

    Are We Getting A Free EXP discount?

    I thought Dasha told us ships and free xp conversion discounts are coming
  10. PunishedKAsual

    Yahagi much?

    Y E S
  11. PunishedKAsual

    Please buff radar

  12. PunishedKAsual

    BB secondaries are worthless

    Yes I really think Wargaming should buff BB secondaries to realistic levels!! Take North Carolina for example, it should has the firepower of an Atlanta on both sides so anything dares to within the 10 km radius of it should eat accurate salvos at 4 seconds a salvo!!! Makes too much sense for me
  13. If you put a 10 second cap onto Expert Loader BBs will be able to exploit this mechanism to reduce their reload time to 20 seconds by switching ammo types twice. so no