Coding, huh? Strictly what I'm forbidden by any power one might believe in to be able to do. I'm okay on the graphics bit. This was easy though, all I did was change the color of the texture. Anyway, to get a model variant (I'll be using a Star Destroyer as the example, but it'll work with any model), copy the model and rename it (EV_STARDESTROYER.ALO became SV_STARDESTROYER.ALO for me). Then, grab one of the hex editors higher up on this page (maybe page one, anyway on this thread), and hit the find button. In the box under "Text String" put 'tga' without the apostrophes. The hit the "Text -> Hex" button, and then hit "Search" (or "Find", can't remember). Look for EV_StarDestroyer.tga (it references to a dds file in reality, ignore it and never change it). Change that to the name of your new texture (i.e. SV_STARDESTROYER was mine). Save, add it to your Gamedata/Data/Art/Models folder. Now,in your SPACEUNITSCAPITAL.xml, copy Generic_Star_Destroyer, name it SV_Star_Destroyer, and go down to where it says Space_Model_Name and change it from EV_STARDESTROYER.ALO to SV_STARDESTROYER.ALO. Save and your done! Note that the hardpoints don't match the rest of the ship. In order to make them do that, you have to copy the Star Destroyer list of hardpoints, change the names slightly, and change Model_To_Attach from EV_StarDestroyer to SV_StarDestroyer. Then the hardpoints match the rest of the ship. It may not be like new models, but it is getting close. Now we can have true model variants. Enjoy this. Maybe I should make a tutorial?