How to make Custom Paintmods
Requirements
• A text editor (Notepad++ is great)
• X-Tools CAT/DAT exporter/importer
• A compression tool that can compress files to .gzip
In addition, it is also useful to have the following programs for making and working with pattern files:
• Nvidia texture tools importer/exporter (or a similar program that can convert between .png and
.dds)
• A drawing or graphic design tool to make patterns (GIMP is a great open-source option but of
course there are proprietary options too)
Getting Started
Folders required are outlined below:
Within \libraries the following files are required
(This list has been ordered based on the order the files should be changed in to avoid making errors rather than the alphabetical order in which they appear)
Within \paintmods the following files are required
1 icon file for every paintmod, this is a gzipped *.dds file with the .dds file extension removed before compression. The filename must be lowercase and match the paintmod’s wareid. Failing to place an icon file for each paintmod will result in random icons from vanilla gamefiles being used instead.
Within \pattern the pattern files are placed if patterns are being used on paintmods. Much like the icons the files must be a gzipped *.dds file with the .dds file extension removed before compression. The filename must be lowercase but can be pretty much any string with letters and numbers (underscores are probably okay but other special characters should be avoided).
Setting up the xmls
Note: <paint ... /> is all on one line, steam typesetting makes it run over multiple lines unfortunately.
paintmods.xml
Now that a paintmods file has been created and set up like the example above its time to look at what attributes there are and what values they can take. Importantly, not all of the attributess are required and omitted attributess will revert to the default, however, for consistency, even if its not required by the game, it is good to make sure they are in the same order as the vanilla files.
While some of these attributes take a floating point number it is often best to restrict it between -1 and 1 for best results
Additionally, if working with patterns, the following is required:
An example of a paintmods.xml file contents without a pattern applied is the following (Note that omitted attributes will be set as the default values):
An example of a paintmods.xml file contents with a pattern applied is the following:
Again <paint ... /> is all meant to be on one line.
wares.xml
Everything from <container ref="sm_gen_wares_common_01_macro" /> and onward need not be changed.
Note: <ware id ... > is all meant to be on one line but steam typesets this incorrectly
stock.xml
Additionally, to give paintmods to pirate traders [@id='default_trader'] can be changed to [@id='pirate_trader']. Finally, paintmods can be added to traders of a specific faction by using the faction tag.
icons.xml
It’s possible of course to write out the full paths instead of asterisks if the icons are named differently to the paintmods for whatever reason.
Making Patterns
With the pattern file created in an editor of some description it is time to get it into the correct format. If the editor being used doesn't support the *.dds format natively export it as a *.png to minimise loss and preserve transparency. The *.png can then be converted to *.dds with the Nvidia texture tools exporter. Finally, delete the *.dds file extension and compress it to a gzip file in
Finishing up
With all necessary files and folders created and filled to test it in game the X Tools CAT/DAT Importer/exporter (more information here[forum.egosoft.com]) is required to condense all the files into a readable extension. Simply specify the location of yourmodnamehere, choose “import folders” and select both assets and libraries. Then choose export as catalogue and place the catalog into the extensions\yourmodnamehere folder of the game’s root directory. Finally, create a content.xml file in the extensions\yourmodnamehere folder and insert the following information:
An id is not required for the mod to work or for uploading to the steam workshop.
Now the mod should be good to go and already enabled when the game is run. If desired the mod can be uploaded to the steam workshop, to do so follow the process outlined in this guide here
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