Nuclear Option

Nuclear Option

43 ratings
[POSSIBLY OUTDATED] How to Build and Publish a Livery
By HuskyDynamics
A walkthrough of the basics of navigating the Nuclear Option livery builder in Unity, for people who want to set up a livery but don't know how.
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Introduction
This guide is meant to provide a more thorough explanation of the Nuclear Option modding tools, specifically focusing on the livery builder (currently the only officially supported non-mission mod type).

This guide makes the following assumptions:
  • You have little to no experience working with Unity. This is perfectly okay; building and publishing a livery is really quite simple once you understand the process, no prior experience required! (If you do have experience working with Unity, that's okay too!)
  • You know how to download and unzip files from GitHub, and navigate File Explorer. You won't have to do much of this, but it is something you should know how to do.
  • You already have a completed livery texture. There are plenty of guides out there on how to texture an object in Blender or another program of your choice; templates for this are available here but this guide will not cover the process of creating the texture you want to use.
Prerequisites
To build and publish a livery for Nuclear Option, you will need the following:
  • Unity Hub[unity.com]
  • Unity 2022.3.6f1 (will be installed via Unity Hub in a few steps from now, but also available here[unity.com] if you want to download it manually)
  • The Nuclear Option modding tools[github.com]
  • A completed livery texture in .png file format.
Setting Up
Download and install Unity Hub. Skip any suggested installations, so you're just installing Unity Hub itself. It will probably try to install whatever the current version of the Unity Editor is, along with Visual Studio, but you won't need those, so they're safe to ignore.

Once Unity Hub is installed, open it and go to the Projects tab. Download and unzip the modding tools (linked in the Prerequisites section), and put the unzipped folder somewhere convenient. I recommend your Documents folder, but you can put it wherever as long as you know where it is. You should now have a folder named Nuclear-Option-Mods-release, with several files and subfolders inside of it.

Now, go back to Unity Hub. In the Projects tab, click the arrow next to the "Add" button in the top right and select "Add project from disk". Navigate to the location where you put the modding tools, and select the Nuclear-Option-Mods-release folder. A project with the same name as the folder should now appear in the Projects list, along with a warning symbol under the Editor Version indicating that the proper version of the editor is not installed.

Click the warning symbol, and follow the prompts to install Unity Editor 2022.3.6f1. As before, if it prompts you to install Visual Studio or any other components, you can deselect them because all you need is the editor itself.

Once the editor is installed (which will probably take a little while), open the project by clicking on it in the Projects tab. This may take a few seconds if it is the first time the project has been opened.

Now, create a new folder in the Assets directory in the lower menu panel of the editor (right-click -> Create -> Folder). I would recommend naming it either "Liveries" or "Skins", so you remember what it does. This isn't strictly necessary, but it helps to keep things organized. You can even create subfolders for each aircraft if you want, but again this isn't required.

Double-click on your new folder to enter it. Congratulations! You have finished setting up the Unity editor and modding tools and are now ready to begin building your livery.
Creating the Builder
The next step is to create the Builder asset. At the top of the Unity Editor window, you should see a button labeled Nuclear Option. Click it, then select "Create Mod Window" (this should be the only option).

This will open up a new menu tab, which should have only one button: "Create Livery Builder". Click on this button, and you should be prompted to choose a location to save the builder asset in the project's Assets directory. Navigate to the Liveries folder you created earlier - it should be right there in the Assets directory - and name the builder something related to the livery you want to build (e.g. "BDFCamoShark.asset"), then click Save.

You should now see your Builder asset in the Assets panel.

Select it, and you will see a series of parameter in the Inspector panel on the right side of the screen. We will get to those in a moment, but first we need to import the texture.
Importing the Texture
Right-click in the Assets panel again, but this time select "Import New Asset". Find and select your livery texture from wherever you have it saved, and click Import. You should now see your livery texture next to the Builder asset in the Assets panel.

I would recommend renaming the texture to match the name of the Builder (e.g. "BDFCamoShark.png"); this makes it easier to keep track of multiple liveries since Unity sorts them alphabetically.
Builder Parameters
Click on your Builder asset, and you should see the following series of parameters in the Inspector panel on the right side of the screen:

Note: The "Faction" and "Aircraft" parameter inputs have been replaced with drop-down selectors after I originally wrote this guide, which makes it a little simpler to properly set up a livery and prevents issues with improper formatting, etc. The above image and a few portions of this section are thus a little outdated, but otherwise accurate.

Bundle Name
This will be the name that the game uses to internally identify the livery (and what you select when uploading it to the workshop), but it is NOT the name displayed to the player when picking a livery in the aircraft selector. Name it something related to the livery; I generally name it the same thing as whatever I picked for the Builder (e.g. "BDFCamoShark").

Copy To App Data
This will create a local copy of the livery (once built) to your computer's %appdata%\..\LocalLow\Shockfront\NuclearOption\Skins\ folder. Check this box.

(If you wanted to ONLY be able to use the livery AFTER it was published to the workshop (and thereby have to subscribe to it yourself), leave it unchecked. Honestly I don't know why you would do this, so I would highly recommend leaving the box checked.)

Texture
This is where you tell the Builder which texture asset to use. Clicking the button on the right side of the box should open a file selector window showing all of the image textures in the Unity project. Select the one you want to use (the texture you imported earlier) and double-click to confirm.

Glossiness
This is an optional parameter controlling how glossy and shiny the livery will appear. A higher number equals more glossiness. (For reference, the official default liveries have a glossiness value of 0.)

Display Name
This parameter controls what the livery will be named when the player is picking a livery in the aircraft selector. Name it something relatively short that clearly indicates what the livery is (e.g. "BDF Temperate Camo (Shark)"). I would recommend avoiding using special characters other than parentheses and hyphens; these may sometimes cause issues.

Faction
This is an optional parameter controlling which faction the livery will be available for. Entering Boscali will restrict the livery to the BDF team, while entering Primeva will restrict the livery to the PALA team. Leaving this parameter blank will make the livery available for both factions.

Parameter
Result
Boscali
Livery is restricted to BDF
Primeva
Livery is restricted to PALA
Livery is available for all factions

Aircraft
This parameter controls which aircraft the livery is for. This requires the full name of the aircraft, not just its nickname or designation.

Acceptable Values
CI-22 Cricket
T/A-30 Compass
SAH-46 Chicane
FS-12 Revoker
KR-67 Ifrit
EW-25 Medusa
SFB-81 Darkreach


Once you have finished entering the appropriate values for your livery, it should look something like this example, with all of the necessary parameters filled in:

When you are finished, click the big Build button at the bottom. A loading bar will indicate that the livery is being built and packaged. Wait for it to finish, then launch Nuclear Option (the game).
In-Game Testing
If you have done everything correctly, your livery should now be working and selectable in-game! Start a mission (probably Free Flight) and choose the appropriate faction if applicable. Your livery should now be selectable in the aircraft's livery selector on the left side of the screen, followed by the words "(app data)" indicating that this is a local version of the livery (as opposed to one downloaded from the workshop).

(If your livery does not appear in the list, go back and check the parameters you applied to the Builder to ensure that they are correct, and then rebuild the livery to apply any changes.)

Congratulations! You have successfully built a livery for Nuclear Option, and you can now fly with it to your heart's content! If this livery is only for personal use (i.e. you don't want to publish it to the Steam Workshop), you're done!

If you do want to publish your livery to the workshop so others can download and use it, read on...
Publishing to the Steam Workshop
The process of publishing a livery to the Steam Workshop is quite simple. First, select your livery and get a nice screenshot of it to use for the thumbnail image. Next, go to the Workshop tab on the main menu and select "Upload Item" on the right side of the window. Select "Aircraft Livery" as the item type, and then choose which livery to upload. This list uses the bundle name, NOT the display name, so remember what you named the bundle when building the livery.

Fill in the title and description boxes, and add your thumbnail image. If you took your screenshot with Steam's screenshot tool (F12 key by default), it can be found in the following directory:
C:\Program Files (x86)\Steam\userdata\[yourUserID]\760\remote\2168680\screenshots

Check the "Public" box if you want your livery to be publicly available immediately upon upload, or leave it unchecked to upload it as a private workshop item. You can change the item's visibility (as well as the description and title) after publishing it by going to the item's workshop page and using the author tools on the right side, so don't worry too much if you make a mistake.

When you're done editing, publish the livery via the button in the bottom right of the window, and you're finished! You can now view the item on the Steam Workshop and further edit it there if you wish.

And that's everything! You have now successfully built and published a livery for Nuclear Option. Congratulations!
12 Comments
Mooneri 21 Feb @ 1:23am 
How do I update a livery I've modified after publishing?
HungryHedgehog 8 Dec, 2024 @ 12:48pm 
Anyone else have the issue where the skin shows up correct when put in appdata but when uploading it, redownloading it and deleting the skin from appdata the workshop one is just the default skin for the plane? You need to actually delete it from appdata otherwise it weirdly references the appdata one even for the workshop one which is why it took me a day to figure out. Only when I was told the skin on the workshop was just the default skin did I find out.
bbw hunter 9 Nov, 2024 @ 9:16am 
thanks this worked for me
Le père Volca 8 Oct, 2024 @ 2:56am 
As for today (8th October 2024) I met the same issue where I followed the guide until the skins completely broke despite the fact I've made once before it stopped working.

I found the cause of this issue. When you build a livery, it creates a file in Appdate > LocalLow > Shockfont > NuclearOption > Skins
There you will find a folder which has the name of the bundle when you configured the builder. In this folder you will find these set of files :
- catalog_1.hash
- catalog_1.json
- <name_of_your_bundle>_asset_all.bundle
- meta.json

When you make your first build, you will get all of these files and your skin will work in game. However, when you do another skin you will be missing catalog_1.hash and catalog_1.son.


To fix this issue, return to Unity Editor, search for a file named AddressableAssetsData and delete it.

Once this file is gone, making a build will create the missing files and your skin will work.
Lemon juice 22 Sep, 2024 @ 9:03pm 
Tried using the example the devs gave with the tool and the same thing happens even if I didn't change anything, I think it's the game.
Lemon juice 22 Sep, 2024 @ 8:59pm 
Same thing happened, wasn't working even after putting it in the workshop, so I really don't know if the game's bugged or I did something wrong, I'll keep trying to do everything step by step to check if I missed anything.
Lemon juice 22 Sep, 2024 @ 8:33pm 
I'll try doing the workshop thing, if it doesn't work, Idk if I'm dumb or something isn't working on the game. :steambored:
HuskyDynamics  [author] 22 Sep, 2024 @ 8:25pm 
Not sure what might be going on; I haven't made a livery myself since like a month after first posting this guide. Maybe try posting your livery to the workshop, subscribing to it, and then using the workshop version and see if that works? (Based on your comment, I take it that the skin shows up correctly when selecting the aircraft but goes away when you actually hit go. It's possible that skins in appdata are broken again, but I'm not sure.)
Lemon juice 22 Sep, 2024 @ 8:14pm 
I tried and did everything on the guide and I'm able to choose my livery but even after taking off I cannot see it (taking into account the bug you mentioned if that could be a reason, however that was a few builds ago and it's fixed), when I bundled the livery on Unity I made sure that my texture file was selected, I'm not sure if I did something wrong though. :steamsad:
HuskyDynamics  [author] 9 Apr, 2024 @ 1:08pm 
There's currently a bug with skins in appdata that prevent them from working when the plane is actually spawned. I believe a fix should be in the next patch.

(I know I already said that in the Discord but I'm putting it here too for anyone who sees it later.)