<!--QuoteBegin-kennosen+--><div class='quotetop'>QUOTE(kennosen)</div><div class='quotemain'><!--QuoteEBegin-->... basically I want to change all British ships to include the 'Black and yellow banding' Has anyone else done this already?
cheers<!--QuoteEnd--></div><!--QuoteEEnd-->
It can be done, and I don't think anyone else has done it. You'll need to make textures of every ship you want to have that pattern--for reference, Rafe Bligh made a black brig with yellow banding, so you can use that as a guide of sorts. You'll need a TX converter to convert the .tga.tx texture files to .tga files, so you can edit them in Photoshop/PSP/GIMP/etc.
Once you edit the textures, you can `re-insert` them one of two ways: either overwrite the original textures, or add the ships in as new ships entirely. Either way, you're talking about a lot of code editing (mostly with Ships_init.c), but with the latter, you'll need a hex editor, because you'll have to copy the original ship's model folder to a new name, then edit the [modelname].gm file to point to the new texture.
On top of that, if you want all English ships to <i>only</i> use your new textures, you'll have to do some major file editing. For example, let's say you use that brig texture I was talking about as a new ship, and want England brigs to have only that texture. The model for that brig in my game is called brig4_44 (the texture is named bortoutbrg45.tga.tx). What I would do is edit the entry for 'brig1' in Ships_init.c (only the one with ENGLAND as the nation, not the others!) so that it uses my new texture, like this:
makeref(refShip,ShipsTypes[n]);
n++;
refShip.Name = "Brig4_44";
refShip.All = "Brig1_1";
refShip.Nation = ENGLAND;
refShip.id = refShip.Name + "_" + refShip.Nation;
Normally, "refShip.All" would point to "Brig1_0," which means Brig1_ENGLAND, but since you're replacing that one, you can't reference it. You need to reference the properties of a brig that's already been initialized--in this case, it's France (brig1_1 == brig1_FRANCE). After you've edited England's brig1, you'll have to remove the English brig2 entry, to make sure that English ships don't use any other texture--and even then, there's a chance that they will anyway. Every different ship type has to be done this way, assuming you've got textures for all of them and want to add them as new ships.
To make matters worse, there are characters in StoryCharacters.c, TempQuestCharacters.c, Officers.c, and possibly other files that have ships directly assigned to them. If any of them has "brig1_ENGLAND" or "brig2_ENGLAND", those will be BROKEN, so you'll have to go into those files manually, find the offending entries, and update them to reflect your new ship(s).
To make a long story short (too late), if you really want to do what you're talking about, it's going to be `time-consuming` and tedious, and that's not even including how long it'll take to make all those new textures. If you want to jump in and go for it, though, I'll be happy to help you with the coding and such. I've grown pretty familiar with everything I've mentioned, because I've been working on something similar (in code, at least: making certain textures appear only with certain nations). If you try it, best of luck with it, and have a couple round of rum on me! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid="
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