This confused me at first, but now I see what you're saying. I don't think that's correct when it comes to the skin in the game. When you create the skin in Gimp or Photoshop or whatever, the different markings can be layers. However, the file the game references for a skin is a single layer, monolithic file. To accomplish the 'base skin, add markings' thing you're talking about, you'd need to load the base skin, then the markings layer to go over it. 2 files instead of the one we currently have. That's what I was talking about in my previous post.
Wiley.
oh, ok i understand. i was looking more at the actual creation of the skin itself.
i had thought about something else last night regarding how our systems handle rendering the skins. as it sits right now, within a 6000 yard radius, if you had enough people in the area to utilize every skin available in the game, your system would be trying to render each skin as an individual object. if you were to take all of those skins and remove all but one of every skin that has the same basic underlying paint job, how many skins would that eliminate?