Skip to content

EVE Developer Documentation

Crowdsourced documentation for third-party developers

Reading SKINR Data

Players can create their own designs for ships: a hull plus a set of components (materials and patterns) placed in slots. After sequencing one can obtain a license for these designs, to apply the design to your ship.

This guide covers how to read these designs, and their related data.

You need two sources:

  • ESI tells you how a specific SKINR license looks like. The route is /cosmetics/skinr/{skinr_id}; try it in the API Explorer.
  • The SDE tells you what the IDs in that response mean. All the relevant files start with skinr.

Slots

SKINR attributes have six visible parts: four materials and two patterns. Each pattern also carries its own material, so there are eight slot IDs in total. They live in skinrSlots, with internal names in skinrSlotNames and categories in skinrSlotCategories.

Slot ID Name Internal name Category
1 Primary Slot primary_nanocoating Material slot
2 Secondary Slot secondary_nanocoating Material slot
3 Detailing Slot tertiary_nanocoating Material slot
4 Tech Slot tech_area Material slot
5 Primary Pattern Slot pattern Pattern slot
6 Primary Pattern Material Slot pattern_material Pattern material slot
7 Secondary Pattern Slot secondary_pattern Pattern slot
8 Secondary Pattern Material secondary_pattern_material Pattern material slot

allowedDesignComponentCategories on each slot lists which component categories may go in it. Material and pattern-material slots take Material and Metallic components; pattern slots take Pattern components.

Note: not every hull has all eight slots. skinrSlotConfigurations decides that.

Projection types

projectionTypeU and projectionTypeV on a pattern say what the renderer does when the texture runs out. U and V are the two texture axes (horizontal and vertical), and they are set independently.

Value Behavior outside the texture
repeat Start the texture over. Tiles forever.
clamp-to-edge Stretch the last row/column of pixels outward. Smears the edge color.
clamp-to-border Draw nothing. The area outside the texture is transparent.

In practice: repeat gives you stripes that carry on around the hull, clamp-to-border gives you a decal that appears once, and clamp-to-edge sits in between.

Slots to materials

Trinity, EVE's rendering engine, does not know about slots. It describes a ship with four hull materials, material1 to material4. The four SKINR material slots have to be mapped onto these values.

The mapping depends on the faction of the hull, because the same physical area of an Amarr hull and a Caldari hull is authored as a different material index. skinrSlotsToMaterials holds that mapping:

  • _key is a factionID. Look it up in factions.
  • _value is a list of {slotID, materialID} pairs, where materialID is the N in Trinity's materialN.

For the four empires:

Slot Amarr (500003) Caldari (500001) Gallente (500004) Minmatar (500002)
1 material4 material3 material4 material4
2 material1 material2 material3 material3
3 material2 material4 material1 material2
4 material3 material1 material2 material1

Pattern projection

A pattern is not painted over the whole hull. It is projected onto whichever material areas it is enabled for. The ESI response expresses this as four booleans, slot1 to slot4, in configuration.pattern.configuration.projection.

Those are slot numbers, not Trinity's material numbers. So make sure to map those too when working with Trinity.