Full documentation for working with PSM is available in the Project Sicario docs. This is a summary taken from that documentation.
In general, there’s only one thing that PSM adds that skin makers should be aware of but it’s a big one: automatically adding skin slots to aircraft!
If you offer a PSM-compatible version of your skin, PSM users will not have to replace a vanilla skin slot or worry about compatibility as PSM will dynamically add a new skin slot to the relevant aircraft to use your skin when it builds a merged mod.
The important thing is that PSM bases its skin slots on the path you use when packing your skin. Rather than the usual quagmire of inconsistent names and paths PSM uses a simple format to detect skins it needs to add a slot for:
ProjectWingman/Content/Assets/Skins/<AIRCRAFT-NAME-HERE>/<YOUR-SKIN-NAME-HERE>.uasset
In this example, replace <AIRCRAFT-NAME-HERE>
with the plane's DB_Aircraft
name (more on that below) and <YOUR-SKIN-NAME-HERE
with a unique name so that no other mods replace your texture.
An example packing setup would be:
Content/Assets/Skins/MiG-29/Serdyukov-Federation.uasset
Content/Assets/Skins/MiG-29/Serdyukov-Monarch.uasset
Content/Assets/Skins/MiG-29/Serdyukov-Clean.uasset
When PSM runs on the user’s install, it will add three slots to the MG-29 with each variant of those skins.
Since PSM can’t know the player-facing name of every aircraft in the game, it actually uses the aircraft names from the DB_Aircraft
datatable. As of v1.0.4, check the table below for the correct name to use.
In-Game | Internal Name | In-Game | Internal Name | |
---|---|---|---|---|
T-21 | T-21 |
T/F-4 | TF-4E |
|
MG-21 | MiG-21 |
SV-37 | AJS-37 |
|
F/E-4 | F-4E |
F/C-16 | F-16C |
|
CR.105 | CF-105 |
Sk.25U | Su-25 |
|
MG-31 | MIG-31 |
F/D-14 | F-14D |
|
MG-29 | MiG-29 |
Accipiter | AV-8 |
|
F/E-18 | F-18E |
F/C-15 | F-15C |
|
Sk.27 | SU-27 |
Sk.37 | SU-37 |
|
F/S-15 | F-15SMTD |
VX-23 | F-22 |
|
CHIMERA | ACG-01 |
SP-34R | SPEAR |
|
PW-Mk.1 | PW-001 |