We War Paint creators are passionate in our craft, we love to push the boundaries of what is possible with
the War Paint system. The system in place is so incredily in-depth, and it allows for a wide variety of
customization and it's why so many of us love the War Paint system so much, and why so many people
create War Paints for the workshop. Though to make things that aren't possible with the built-in War Paint
templates supplied in Jungle Inferno, we have to either risk a VAC ban just to have the same level of
freedom that people who make cosmetics, particles, and maps have, or ask you to make those tweaks on our behalf.
War Paints, to a lot of us, feel like the next level of in-game customization. While the system itself is
super deep and elaborate, the skins added during Jungle Inferno don't really allow for the level of depth a lot
of us have been able to accomplish with an in-game modification that lets us modify War Paint variables.
Options like team colored inner wear, locked texture rotation, the ability to implement new group textures
for mapping, adding in inner wear, being able to have custom blood, wear, and dirt, adding in more sticker
slots per weapon, adjusting sticker rarity, and so much more.
This is not a plea to implement some sort of tool to let us modify the War Paint code, we know how much
effort that would be to do at this point. But what we do want is the ablity to make our own War Paints with
as much depth as possible. We would just like the War Paint parts of proto_defs (paintkits, operation_templates,
and item definitions) to be modifiable client-side without having to make modifications to the game,
similar to the Gun Mettle and Tough Break era paintkits_master. It would benefit both parties.
Alongside this, a basic War Paint importer that can make inserting War Paints much easier in the long run
(Similar to the CS:GO system where you upload your textures and a notepad document of the things you changed).
1) This gives the creators of War Paints the same level of freedom as cosmetic, particle, and map
creators.
2) It lessens the workload when implementing War Paints, allowing just a copy-and-paste in any War
Paint template, operation_template, and item_definitions into the game.
3) Enables War Paint creators to test adjustments and fix bugs before implementation.
Another concern we all have with the curren state of War Paints is the lack of diversity.
being limited to one month out of the year alongeside only one real theme is limiting our creative potential.
It would be beneficial for us to have a second case in either spring or alongside a summer or winter cosmetic case.
This will allow more variation in War Paints. This would also benefit the community, as the skins from
cases such as the Smissmas 2017 case are desired for being much easier to theme around any kind of loadout.
This is a big request from everyone within our community. We want to push War Paints to the next level;
we want to make things that rival or surpass just how in depth and elaborate the skins from
Tough Break/Gunmettle could be and we would like the ability to do so risk free. We just want the same level
of love that cosmetics, effects, and maps get.
Signed:
Renim
TwoTonMoon
VitreousGlassy
Scout Time
Kati “CrowDough” K.
Noy “NoNoeWay” M.
Hau
EveriK
Andrew "Ceramic Manor" M
Julian 'pop' R
Philip
Mary T.D.
Kibbleknight/Yuccaknight
Aydan "Aydan" H.
Woshee
Costa "Indever" S.
Emily Vee
Lady Drackie Knight
Galactic Yoshi
Pavel "foodeater" G.
Stephen "PipAntarctic" R.
Alex “Pamp” K
Jack "Jauntyweb" Webber
Sophia "Skunkswamp" S.
Qua_shinz
Paddlepop
Doki Doku
bubba
Lucky
Grene