I thought I'd better post an explanation of how the EAW Multi Skin system works. This works in 8 and 24bit BMP, and allows you to have up to 16 differently skinned aircraft per squadron, as in the example below.
3DZ Files:
The default 3dz names remain for the leaders position. That is the P****F.3dz, and if that model is the only one loaded, you will see just the first model replicated in all the squad positions, as in the default game.
For the first wingman you have rename the 3dz P****01F.3dz. For the second wingman P****02.3DZ, and so on up to P****11F.3dz for a normal max squad, and to P****15.3DZ, for extra squads option.
For HR models, you do exactly the same, but you have to rename all the 3dz's for the main model [A, B, C, E, F, G, P] , and I'm adding support for the P****M.3dz, distance model, and P****U.3dz, cockpit wing view, but not for the internal cockpit files, as I see no need for these to be multi skinned.
Internal 3DZ Texture Links:
Once again, for the default slot there is no change P****TEX.PCX/TPC links to P****TRA.PCX/TPC.
For the first wingman, the texture link is P****01TX.PCX/TPC links to P****01TRA.PCX/TPC, and as for the 3dz's the texture has a matching number up to 12 or 15, as before.
For HR models all the files needed have to be changed accordingly:
A.3DZ = P****01AX.PCX/TPC
B.3DZ = P****01BX.PCX/TPC
C.3DZ = P****01CX.PCX/TPC
E.3DZ = P****01EX.PCX/TPC
F.3DZ = P****01TX.PCX/TPC Links to P****01TRA.PCX/TPC
G.3DZ = P****01GX.PCX/TPC
P.3DZ = P****01TX.PCX/TPC
M.3DZ = P****01MX.PCX/TPC Links to P****01MRA.PCX/TPC
U.3DZ = P****01UX.PCX/TPC Links to P****01TRA.PCX/TPC
When these changes are made you will see in the new exe differently painted aircraft in as many positions as you like, up to 16.
:)