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Starwolf_001 #1 Posted Aug 04 2012 - 12:46

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I know that many people have came up with this idea and to many people it doesn't seem plausable; But, I thought of a possible way a player could have his/her personal tank skin ingame to create a 'unique' tank scheme.

For those who apply skins for their tanks all you need to do is copy the new skin across to the appropriate folder. This skin then replaces the old look of a particular tank for anyone who uses that same tank ingame. But what if the viewer was able to only apply a skin texture for his/her own tank (which of course can only be seen by that person) making this tank 'unique' compare to anybody else's?

For example:

I have a Stug III anime skin that I love especially when the StuH 42 is my favourite tank design during the conflicts of World War II. But, having to see 'everybody' using this texture on their Stug III ingame takes some of that feeling away. Sometimes I feel as if I'm shooting myself.

This idea could be achieved if Wargaming.net was able to create a special folder for the user. In this folder we could copy our skins and from that point the World of Tanks (WoT) gaming engine could apply the textures only for our tanks only.

Of course this might not work with the current 'WoT' engine and a mod could not possibly do this for us at the time, but it could be added into 8.0 or even later.

Wargaming.net, this is an idea  that I came across in my mind when I was developing a game design idea. I think this would be a great development to the game, but of course there are a few problems.

1. How will the WoT engine identify these 'special' skin.dss files?
2. All textures and models are now in package files (.pkg)
a) personal files might need these folders copied again for the user, but this is a waste of space and memory
b) This might cause problems with RAM in other people's PCs because I know what happens when the game gets states 'NOT ENOUGH MEMORY'.
I decided to post this idea because I believe it would improve WoT a great deal more and because I know a lot of people ,including friends and myself, who would love this added in.
From Starwolf-001
Member of the The Muffin Knights

Nisae #2 Posted Aug 04 2012 - 12:50

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Nice idea,probably won't be implemented,even if it will be,it's going to be a long long way.

Starwolf_001 #3 Posted Aug 04 2012 - 12:54

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View PostNisae, on Aug 04 2012 - 12:50, said:

Nice idea,probably won't be implemented,even if it will be,it's going to be a long long way.

Maybe, I thought that too, but if WoT ever wants that major improvement or new look.... here it is

Jake_Inferno #4 Posted Aug 04 2012 - 12:58

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Awesome idea it could work, I hope wargaming listens and implements it in one of the futre updates.

Jake_Inferno #5 Posted Aug 04 2012 - 12:59

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If they do implement this idea in I will with out a doubt play it more often and it may bring in more gamers to play the game.

Nisae #6 Posted Aug 04 2012 - 13:02

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View PostStarwolf_001, on Aug 04 2012 - 12:54, said:

Maybe, I thought that too, but if WoT ever wants that major improvement or new look.... here it is

Heh,if they would run out of "touch-ups" to do ;)

Hey,they could always do more bird sounds.

Starwolf_001 #7 Posted Aug 04 2012 - 13:23

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View PostNisae, on Aug 04 2012 - 13:02, said:

Heh,if they would run out of "touch-ups" to do ;)

Hey,they could always do more bird sounds.
Ha, lol yeah that's true, but little tweaks of sound for the environment is good. Especially when Wargaming is trying to achieve realism within a virtual world.

CatinHat #8 Posted Aug 04 2012 - 13:36

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i guess the only problem, besides waffen-ss skins and such, is that each user would have to download each skin from every person from start of the match (per-to per sharing).

I would like a system that the users can upload skins to wargaming.net (wot). From that point they will review those skins to see if they are up to par and follow the forum rules. If they do than they are add to the skin store that other members may buy. From each sale some gold is given to the person that uploaded those skins.

Starwolf_001 #9 Posted Aug 04 2012 - 13:57

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View PostCatinHat, on Aug 04 2012 - 13:36, said:

i guess the only problem, besides waffen-ss skins and such, is that each user would have to download each skin from every person from start of the match (per-to per sharing).
.
I would like a system that the users can upload skins to wargaming.net (wot). From that point they will review those skins to see if they are up to par and follow the forum rules. If they do than they are add to the skin store that other members may buy. From each sale some gold is given to the person that uploaded those skins.

I actually thought I mentioned this but the other players won't see your personal skin texture. That was the problem that everybody saw because it means everybody has to download each others file. This is then ignored. Only you, the user, can see your personal skin. This makes the idea plausible.

Starwolf_001 #10 Posted Aug 04 2012 - 13:59

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Ahh, I kind of stuffed that last message up lol. <XD

- never mind I found out you can edit them after they are posted.

CA_Blair #11 Posted Aug 05 2012 - 05:17

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Hey all. My grandmother used to say that great minds think alike and fools seldom differ....  I sometimes wonder which category she put me in most offen.....  Anyways, I got to thinking along these same lines a few days ago and put together the following. Found your OP before I posted the proposal seperately. Here it is...

===========================================================

My proposal is to facilitate the use of client provided tank skins in-game on an individual tank basis and have that information distributed to other players, so they can also 'see' the player's alternative tank skin.

The current system for tank skins include the standard skins provided in-game by WoT, the default skins everyone sees. Additional to the default skins, there are the External, selectable skins that can be purchased and displayed, individually, in each client for that player's tank during battle, but not for other players playing the same tank. At the moment these consist of a limited number of two and three colour camouflage patterns.

The last on the list of available skins are the mod skins, where the user community gets to strut its creative stuff, which are added to the client and effectively replace the default skin for that particular tank. Nice as far as it goes but it is also the first downside to this mod. Not only is your tank's skin changed, but so are all in-game instances of that particular tank. For example, if I load a skin for the T2-LT, bright red with pink and purple flowers, then in-game I see all T2-LTs sporting the same bright red skin with pink and purple flowers. The second downside is that other players in the game do not see the fancy paint job your tank is wearing; that information is not distributed to other clients in the same battle.

My proposal would be to have each client pickup the name of a client provided tank skin, send it to the server with the pre-battle client data, then include that filename with the data being sent to the other players' clients when battle is joined. Any client in battle can then render the player's tank with the appropriate skin from their own tank skin repository. If that alternative skin is not available, the default skin is used.

So, for another player to see your tank, and only your tank, in a custom skin, the other player would have to have that skin available to their client. Likewise, to see another player's custom skin, the individual player would have to have that skin available to his/her client. This means that each individual player would be required to download and install each custom tank skin they wanted to see in-game.

Since each player, presumably, has control over there own computer, ( parental permissions and supervision not withstanding,) each player would have the choice of which alternate tank skins they would make available to their client. This would also transfer responsibility for potentially objectionable material to the individual player, or parent.

Would players pay to have their custom skins displayed, individually, to other players in battle?  Well....  Yeah.... A lot of players already pay for the alternate camouflage skins, either on a permanent (gold) or temporary (silver) basis. Also considering the number of custom tank skins available, I think the demand is certainly there.

Who would be willing to pay to have their tanks skin distributed to other players in-game?
  • The skin developers themselves.
  • Clan & Tank Company members showing their colours.
  • Anyone that wanted to show their own, real life, affiliations or interests
  • Anyone that wanted to set themselves apart from the crowd.
  • Anyone that wanted to, just because they could.
What would WoT have to do to facilitate the use of client provided tank skins in-game? To answer this, let's look at what information is already going from your client to the WoT servers and is distributed to other clients pre-battle. They are already distributing to all the clients in a battle, after the MM has selected teams but before battle begins:
  • The player's username.
  • The tank each player selected for battle.
  • The applicable modules that individual players have mounted on the their tank.
  • If a player has purchased one of the alternate camouflage schemes, that information is also being distributed to all clients in-game. ( Would this be the same mechanism used to distribute the information pertaining to client provided skins? )
  • Clan/TC emblems.
How would WoT ( and WGN, ) benefit?
  • The most obvious would be another exploitable revenue stream.
  • Enhancement of a revenue stream that is already being exploited, that being the sale of additional tank slots. I won't speak for anyone else, but if I find or create a skin that I like and have paid some amount to have that information distributed to other players in-game, I'm less likely to sell that tank, which means that I'll eventually have to buy more tank slots simply because I want to keep more tanks.
  • I can see WGN taking a hit on their own, for pay, camouflage schemes, but this proposal could offset that loss.
  • This could form the framework for an officially released WoT set of skins.
  • Enriching the in-game experience of the players is, or should be, one of the high priority objectives of WGN.
  • Participation and contributions from the player base can only enhance the general population's player experience.
  • It could open up a whole new ( read low cost,) talent pool for 'Official' optional tank skins.

Potential problems:
  • Client modification (development time & effort,) to allow client provided skins to be loaded from defined skins repositories (locations.)
  • Distribution of the actual image files.
  • What skins are out there & where?
  • How would the client application know that it's 'missing' a skin that someone would like you to see on their tank and how would that intel be conveyed to the player? It then goes back to the previous point, where to get 'missing' skins?
  • Client side space usage for a skins repository. ( Having seen what I'm sure is only a small portion of the available skins, I can see such repositories getting very large, very quickly. )
  • Organization of the skins repository itself.
  • Trademark and/or Copyright violations. ( I know some companies can be down right anal about the unauthorized use of their trademarks, I won't mention any names. )
  • Really crappy skins ( Subjective to the individual player, so not really a problem. Don't like it, don't download it. )
  • Abusive and/or offensive material. ( Like the above and is totally under the players control. )

===========================================================

I might have added a little more to it, but I'll let the community comment.

L8r  :)

Starwolf_001 #12 Posted Aug 05 2012 - 07:56

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Technically the WoT engine isn't state of the art. It just allows the basics to pass through and allows us to verse each with physics applied. Your idea is good but to upload a texture is a waste of 2mB or even 8mB for some of us who like high detail.

A good example of this is Call of Duty Black Ops. Everyone can make their own insignia and other players can see these. But, these insignias are like 100kb each. So it doesn't matter how amany are applied in a game...

For example 100kb * 12 players = 1.2 mB uploaded

But if everybody had a personal texture uploaded then...

1.4mB (average low quality texture on paint.net) *24 players (if I recall on WoT) = 33.6 mB

Big difference and I know my Internet would never download it in time. So sharing textures is out of the question.

Having a selection of skins is a good idea but still who would buy them and extracting different textures is a problem for people with little amounts of RAM for their PCs.

Of course in the future this could possibly work for us users. But in the mean time I believe baby steps is key. That's why I proposed the idea of a special folder that WoT's engine could detect to personalize the user's chosen tank. This shouldnt harm or affect the performance on anyone's game. Unless of course they apply an 8mB texture that their computer can't handle.

CA_Blair #13 Posted Aug 05 2012 - 18:23

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The proposal doesn't advocate the WoT client distributing the texture files, only the information regarding the desired texture to use. To a degree, this information is already being distributed to all clients pre-battle for the alternative camoflage patterns that people have paid for.

Each player would be required to find & D/L the textures files into his/her own repository, your 'special folder.' This is done off-line and keeps control of space and content with the individual player. WoT's only responsibility is communicating, for a fee, the skin's information to the other players. On the viewing side, if I have that skin in my repository, I see it on that players tank and only that players tank; if I don't have it, I see the default skin. That is also why the cost would be minimal, WoT can't garrantee that any other player will have that particular skin in their repository.

I don't think it would take too long before there are skin compilation packages made available from various sources including WoT approved skins. There are already two sites, that I can think of off hand where tank skins are available. It would be convienient if the game client had a selectable option to notify the player of missing skins and log some minimal information, ( username, tank, skin name, datestamp,) that can be used to track down missing skins, if so desired. Worse comes to worse, a PM here to the username with a query on where to get the skin and you could have it in, what, 10-15 minutes, off-line? You wouldn't see it this battle, but you would the next time it was called for.

Regarding the space issues and I agree there could be issues; make it a compressed package file with a known name or multiple files somewhere on a disk (removable drives too,) with an internal directory layout similar to the packages already being used to store the default and special camoflage texture files. Access speed would be little or no different then accessing the default skin packages. Adding to, and/or deleting skins from, the repository is trivial since it's an unencrypted compressed file accessable via the 7up archive manager and I suspect others. It really is in the player's control how many and which skins s/he choose to keep on disc.

Thinking more on the fee structure, I think a fee, let's say 10gold, for each tank/skin combination, yes multiple combinations, would be a good price point. That way I can have multiple skins for each tank and be able to change skins for what ever reason, without additional charge. Just got a new skin I want to put out there? Buy another tank/skin combination. Got a skin I want to try out, but don't want everyone else to see? Load it up the same way but don't pay to have that information distributed to other players; I see it on my tank, no one else does.

Starwolf_001 #14 Posted Aug 08 2012 - 09:40

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Okay I understand you CA_Blair, but the idea of compress files still doesn't make it a plausible idea. So in stead of downloading a 1 mB file its a 500kB file (example). But still it needs improvements to speed and connection. I like the idea of multiplayers having skins like friends. But, I think for something that hasn't been implemented yet. It should be considered after a short quick change. Like I said, all great ideas but this would take Wargaming.net a long time to develop. Also Camouflague is not a good example in one of your suggestions, because it's a really simple texture that it based on colour tech. Coding (this is what me and some friends decided to call it). This is just overlayed on the skin and by all means; A terrible job I reckon.

CA_Blair #15 Posted Aug 09 2012 - 04:26

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Actually Starwolf_001, the camouflage is a perfect example simply because they are already in a repository on your PC, ready and waiting to be called on by the client. They are in each of the nations' vehicle packages; EG C:\Games\World_of_Tanks\res\packages\vehicles_american.pkg\vehicles\american\Camouflage\. As you know these are the same packages where the default skins are found. There are no files downloaded by the WoT client, just the regular game related data stream. And part of that data stream would have to be which camouflage pattern to apply, to whose tank in-game, otherwise you wouldn't see the patterns on individual tanks in-game.This same mechanism would have to be expanded to identify a client provided tank skin for those players the have paid to have that information distributed to other clients.

A repository, already on your PC, similar in structure to the current vehicle packages, would house the client provided tank skins that you, the user, would populate with the tank skins that you want to see in-game.

I agree, development time and effort would have to be expended by WGN on both the client application and the server software to implement this, but the basics are already in place with the paid for camouflage patterns. I suspect that the same, or a similar feature could be applied to WoWP and WoWS. That would depend on how common the code base is between the client applications and the server software and could at least defray cost between the three games.

Oh, Sorry for highjacking your thread, it wasn't my intention.

Blair

Starwolf_001 #16 Posted Aug 11 2012 - 03:25

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Oh no no, hi jack it if you want to. The entire point is to disgust this idea.

But I have to disagree with you because the camouflage might be a texture, but it is manipulated differently. I'm not on my pc at the moment so I cannot direct to the files. Basically it's an over lay. It's another te tyre on the tank. I don't think anyone wants that thOugh because it could generate errors for the skin. The skin is applied to the tank in 3d programs like 3Ds max. But, this process is very different to the camo setup.

Do not think of it as a massive sticker placed at the top and pulling the sticker downwards attaching it to the rank. It's more like cut out and pasted on at the appropriate places. The camo on the other and is like the sticker pulled down on the tank.

Lame example but the real process is way too difficult to explain.

Peristeronicify #17 Posted Aug 11 2012 - 04:37

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I really don't want to see what some people put on their tanks. The last thing I want to see are things that are above the ESRB rating.

While customization is cool and all, I just see potential issues. I don't want to be a downer on this thread, but I've always been wary of personal skins.

However, some of the best ideas for technical implementation of this feature has been in this thread. Kudos for that.

Starwolf_001 #18 Posted Aug 11 2012 - 15:05

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I agree with you, this is why I suggested that only the user see what he/she has. Look up the too for the main idea of what I proposwego.

CA_Blair #19 Posted Aug 11 2012 - 23:30

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I have to say that this is getting frustrating and I'm getting the feeling that my chain is being yanked, so I'll try this one more time and let it rest.

Granted the camouflage patterns or masks are not applied to the tanks the same way tank skins are applied, default skins or otherwise. I was not using, and have never used, how the camouflage patterns or masks are being applied to tanks as an example of how the client provided skins would, or should be applied to individual tanks in battle. I had assumed that client provided skins would be applied to a tank the same way the default skins are applied, the same way skin mods are applied with the exception that it would be applied only to an individual player's tank.

My point has always been that the mechanism used to communicate the information required by your client to render a tank in battle with one of the camouflage patterns has to include, but is not limited to: the player's name, because you see that in game, the tank s/he is driving because your client has to render it for you to see, and some kind of identifier that specifies which camouflage pattern that player's tank should have applied to it, because you see it in game on that person's tank. None of this is done server side. The game server sends only identifying information to the game client and the game client renders the tanks you see, based on the information received from the server, using the tank skins and patterns it has in its vehicle packages. The default tank skins and optional camouflage patterns are not downloaded pre-battle because they are already on your PC in the vehicle packages. My point has been from the start that the information IDENTIFYING which camouflage pattern to apply to which tank could be expanded or supplemented to communicate the information IDENTIFYING a client provided skin to use in place of the default skin, FOR that particular player's tank, IF that client provided skin is available on your PC. If that skin is not available, because you have not downloaded it and placed in your repository where your game client can find it, you see the tank rendered with the default skin.

For Peristeronicify: I agree also and I'm sure that there are as many opinions on acceptable content for tank skins as there are players register in the game. That's the beauty of it though. The tanks skins that you have in YOUR repository are ALL under your complete control. Don't like a skin for whatever reason, delete it and you never have to see it again. Download some new skins that you're considering making available to your game client, you can preview it before it goes into your repository. There is an app for that. Like it, it goes in, don't like it, delete it and you never have to see it in game, ever. Totally under you control.

Starwolf_001 #20 Posted Aug 12 2012 - 00:04

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Yeah I understood what you meant. The physics behind isn't possible, that's why I said that it can't be done. Basically your idea is the same as my idea (in basic terms e.g. Only for a user - multiplayer is different).

Also I'm not so sure if people will be happy to have lots of skins for who ever. Sure like you said, just delete it but, I dont know if anyone who just plays the game without understanding computer terminology and pathways, etc will be bothered to use this personal skins function.

I guess this could be solved using your idea CA_Blair if Wargaming.net created a new "user friendly" function into the game like the camo system.

To be honest I started this post with a simple idea where the user see what he/she has. Implementing platoon friends I think is also a good idea, but not everybody (e.g. A friend on the enemy team has a different texture). You could do that if you wanted to but in my game designing team we have decided that only the user can see what he/she has because it is SO much easier for the game makers, coders and the user.

I think for now CA_Blair you should hold onto your idea, and wait until Wargaming has developed something that can be reworked. Like I said, baby steps are easier to the target goal, one enormous step may have you falllen'.