Project Wingman - Aircraft Skinning Guide
Project Wingman Version 2.1+ has a new pipeline for loading skins from PNG files. Each skin loaded from disk will automatically create a new skin slot for the appropriate aircraft. Using this method, there is no need to use external scripts, tools, or Unreal Engine to create aircraft skins.
Your path should look like this;
Visit the Wingman Fanon - Texture Templates repository, and download the template for the aircraft you wish to skin.
Using your favorite image editor, 3D modeling software, or texture tool of choice, create your skin. When you are ready to install it, save it as a .PNG file.
For the game to assign your skin to an aircraft, you will have to give it an appropriate filename; it must begin with the ID of the aircraft (all lowercase), followed by an underscore, and then the name of the skin (not case sensitive).
Examples;
sk37_Strigon.png
sv37_Indigo.png
fs15_ACTIVE.png
Reference the table below to determine the correct aircraft ID
Aircraft Name | ID |
T-21 | t21 |
T/F-4 | tf4 |
MG-21 | mg21 |
SV-37 | sv37 |
F/E-4 | fe4 |
F/C-16 | fc16 |
CR.105 | cf105 |
SK.25U | sk25u |
MG-31 | mg31 |
F/D-14 | fd14 |
MG-29 | mg29 |
Accipiter | accipiter |
F/E-18 | fe18 |
F/C-15 | fc15 |
SK.27 | sk27 |
SK.37 | sk37 |
F/S-15 | fs15 |
VX-23 | vx23 |
Chimera | chimera |
SP-34R | spear |
PW-Mk.1 | pwmk1 |
CR.105 Mk.2 | cr1052 |
MG-21 Mk.2 | mg212 |
Accipiter Mk.2 | accipiter2 |
Once you’ve given your Skin PNG an appropriate filename, simply copy it to your Skins folder.
If you’ve done everything correctly, you should now see a new skin slot in the hangar with your skin in it!
This guide is based on information provided by Rocketman_02 on the Project Wingman Discord Server