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1.) Details need to be separated into a another layer/texture
Look at the texture for the Kingfisher, [imgur.com] what do you see? Not only is there the paint scheme itself, but there are tons of tiny details all over the place. Details like rivet heads, panel lines, fake shadows, scuffs, rust, and soot bring the simple plain 3D model to life.
The issue with details? They're integrated into the same texture as the paint scheme! So if you want to make a new paint scheme or even recolor a specific part of the texture, you would have to remake all of those rivets, shadows, and soot. It's definitely possible, but it's way too time consuming, especially considering all of the ships/planes in stock WOTS.
The solutions would be either to have the details as a separate texture layered on top of the paint scheme or have KFG release the original texture files with the details contained on several layers (though the texture may have always had the details and paint scheme combined to begin with). Either solution would make the process soooooo much easier.
2.)Ability to switch/have different textures
Currently, WOTS does not support texture switching or even the capability to have alternate textures.
In order to put in a new texture into the game, you would have to replace the original texture asset bundle containing the stock texture. The obvious solutions would be to either implement support for multiple alternative textures within WOTS asset bundles (you currently can add them but the game won't do anything with it) or to support having textures as separate files (i.e .pngs outside the main texture asset bundle).
Even if we can have alternate texture files, we can't switch between them. A new button would have to be added to the ship identification and new air dialog's, allowing us to cycle between various paint schemes.
A nice additional feature I could see with texture switching though would be the ability to set specific textures for single ships and paint schemes for aircraft on specific ships/locations. That way we could represent unique differences between ships and the various squadrons that participated in operation watchtower.
I used programs like UABE [github.com] and Asset Studio [github.com] to open the Unity Asset Bundles (UAB's) that contain files like textures and 3D models. I made a guide last year detailing the process.