that's the procedure if you want to add custom sails that can be applied to any ship once selected.
if you want to make custom sails that one specific ship type will always have, it's much easier than that!
you make your new ship type, with its new (copied) model, its new texture, etc., as normal. when you make the definition in Shipsships_init.c (you can do this by copying an existing one and changing the stats to match your new ship), include the following lines in it:
<b>refShip.EmblemedSails.normalTex = "<<<your normal sails texture>>>.tga";</b>
<b>refShip.EmblemedSails.nationFileName = "<<<your emblemed sails texture>>>.tga";</b>
for that specific ship type, if the user has chosen "default" sails, that ship will have the sails you choose in those lines of code. (if the user chooses another set of sails in the F2 menu or some other way, those sails take precedence.)
(note that this coding may not work properly until you have the updated version of battleinterface.c, which i can send to you if you need it <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" /> it will be available in the next build, though.)
an example of a full definition of a new ship is below. it's the definition for surak'nar's "xebec barbarossa", which always has the stripey barbarossa sails. you can see that surak'nar included the line <b>refShip.EmblemedSails.normalTex = "shipssail_barbarossa.tga";</b>. because his ship is class 4, and emblemed sails only appear on ships of class 3 or above, the other line wasn't necessary.
you can find this definition in shipsships_init.c.
<b>//-------------------------------------------------------------------------
// Xebec Barbarossa, By Duke Surak'nar, 17/08/2003
//-------------------------------------------------------------------------
// PS -->
makeref(refShip,ShipsTypes[n]);
n++;
// PS <-- makeref(refShip,ShipsTypes[SHIP_XEBEC_BARBAROSSA]);
refShip.Name = "Xebec3";
// PS -->
refShip.Walk = "Xebec1";
// PS <--
refShip.id = refShip.Name; // PSX
curid = refShip.id; ShipLookupTable.id.(curid) = `n-1`; // PS
refShip.Class = 4;
refShip.Cannon = CANNON_TYPE_CANNON_LBS16;
refShip.MaxCaliber = 24;
refShip.Weight = Tonnes2CWT(250);
refShip.Capacity = 1400;
refShip.CannonsQuantity = 20;
refShip.MaxCrew = 125;
refShip.MinCrew = 20;
refShip.SpeedRate = 16.5;
refShip.TurnRate = 50;
refShip.Price = 35000; // NK
refShip.HP = 2100;
refShip.SP = 100;
refShip.AbordageLocation = "BOARDING_XEBEC";
refShip.EmblemedSails.normalTex = "shipssail_barbarossa.tga";
refShip.WaterLine = 0.0;
refShip.SpeedDependWeight = 0.2;
refShip.SubSeaDependWeight = 0.2;
refShip.TurnDependWeight = 0.4;
refShip.CanEncounter = true; //if you don't want the ship to be encounter change this to "false"
refShip.InertiaAccelerationX = 1.5; refShip.InertiaBrakingX = 2.0;
refShip.InertiaAccelerationY = 15; refShip.InertiaBrakingY = 10;
refShip.InertiaAccelerationZ = 9.0; refShip.InertiaBrakingZ = 6.0;
</b>