This guide is meant for people who want to create their own paint schemes for my locomotives/rolling stock. I will describe what you need to make your own schemes as well as how to use my texture templates for your own use.

What you'll need downloaded and need to have AT LEAST a basic understanding of:
	Blender, so that you can view your changes in real time.
	Paint.NET, so that you can actually edit the textures

The texture templates can be found under the "TEXTURE_TEMPLATES" folder. So far these only include templates for my texel stuff, but more will come later...

First things first, open the paint.net file and take a look at the layers. These layers are what makes easy retexturing possible.
When creating your own texture, I HIGHLY suggest you create a new layer and edit that one, fiddling with most of the ones already included is a bad idea unless you know what you're doing. Also, working on a separate layer makes it easier to find and fix mistakes as you go along.
	Lets take a look down this layer list and talk about what some of them do:
		AO - This is the bake layer and is probably the most crucial one to making the model look decent. Bad idea to edit this layer unless you know what you're doing.
		Darkening - Keeps certain bits from visually sticking out too much on the final product, especially on the underframe. 
		Grime/Weathering - Makes the model look worn-in and realistic. Mess around with this one if you really want to make some dirty trains.
		Interior / Detailing - Makes the inside look decent and/or adds some visual flair to some smaller parts to make them "pop". Not much point in messing with this one unless you really just hate my sense of style...which is fine I guess, its not like I worked hard on this or anything, y'know... ;)

	One of the great things about the layer system is that you can pick and choose certain aspects to include on the finished product. For example, you can disable the grime or weathering layers to give your piece of stock that "factory new" look, or vice-versa.
	The other place where layer selection is critical is when dealing with optional parts to the model - such as plows, lights, or freight loads. Certain templates will have multiple layers with each one tied to a certain part of the model, enabling or disabling these layers will dictate whether or not these parts will show up or remain invisible.
	For freight car loads, only select a single layer or else you're gonna get some weird overlap effects ingame. 
	For optional parts (only applies to locomotive's "extras" files right now), select multiple layers to achive different combinations of decor - Ex: For the base U30b only the antenna 1, beacon 2, horn 1, hood-mounted bell, and plow 1 layers are enabled.

Once you're situated with texture editing, lets move on to Blender. You'll need this to understand where the model's UV's are mapped so that you can color smaller parts of the model. Explaining this part is a little less straightforward but I'll still try...
	Basically, just go back and forth between the uv layout for the mesh of the part you're trying to repaint and the actual paint.net file; I find it best to work in sections at a time and then re-export the file from paint.net and bring the updated texture into blender so I can look for any mistakes/changes that need fixing. 
	Rinse and repeat this last step a bunch of times until you're satisfied.

And when you have questions on anything related to texturing, myself and others would be happy to help you. I always LOVE seeing people make skins for my stuff :)	-Gibster