It's important to let the game know what colour the basic dds texture is, so that when WoT applies camouflage and paint overlay it can correctly compensate for colour mixing.
Additionally, because UML provides the possibility to assign separate models for different seasons and hangar, these too need to be registered when their base colour differ from base model.

Base colour means the main colour of the *****_am.dds texture in area representing paint. This mechanism requires a proper paint mask in the Blue channel of the corresponding *****_gmm.dds

UML provides two methods to register base colour: 
* Method 1 uses a single line in UMLprofile, so it can only be used by a stand-alone remodel that utilizes UMLprofile.
* Method 2 uses a separate xml file under model folder, in the hope that in the future it can be made compatible with traditional remodels not using the UML swap feature. This is also where seasonal and hangar models define their baseColor.

In other word, 
* for a stand-alone remodel that doesn't use seasonal variant and hangar variant (or these variants used the same paint colour as main model), method 1 is enough, quick and simple.
* for a stand-alone remodel that uses seasonal or hangar variant and does use different colour in the variants, method 2 will do the trick. But it's safer to use both method1 and method2.
* for a traditional remodel not using UML swap, use method 2. [however activation when not using swap is not finished, so no you can not use this yet]


---------------------------------------------------------------------------------------------------------------------------------------
[Method 1] a single line in UMLprofile
In the UMLprofile, directly under model definition, add node:
 <baseColor> RRR GGG BBB AAA </baseColor>
		RRR	:red channel of baseColour
		GGG	:green channel of baseColour
		BBB	:blue channel of baseColour
		AAA	:alpha channel of baseColour, typically 255 meaning opaque.

for example in res_mods\x.x.x.x\scripts\client\mods\UMLprofiles\N28_type10.xml


/////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
<root>
	<models>
		<N28_type10>
		<enabled> False </enabled>
		<swapNPC> False </swapNPC>
		...
		...
		<baseColor>97 116 113 255</baseColor>
		...
		...
		<chassis>
			...
		...
	</models>
</root>
\\\\\\\\\\\\\\\\\\\\\\\\////////////////////////////////





---------------------------------------------------------------------------------------------------------------------------------------
[Method 2] a separate xml file under model folder
for example, create a new txt file under res_mods\x.x.x.x\vehicles\NATO\N33_Strf90\
	rename into baseColor.xml
the content of which should be similar to :

/////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
<root>
	<default>99 103 92 255</default>
<!--
	<hangar></hangar>
	<summer></summer>	
-->
	<desert>200 169 122 255</desert>
	<winter>201 201 201 255</winter>
</root>
\\\\\\\\\\\\\\\\\\\\\\\\////////////////////////////////


as shown above, this file supports up to 5 baseColor definition.
nodes not needed can be removed or commented out 
<!--  and --> is xml marking for the start and end of comment section. Anything in between is treated as comment and will not be executed.

<default>			when the current scenario doesn't fit any other cases, this default will be used.
<winter><desert><summer>	baseColor for your regular seasonal model variants.
				because there are only 3 map types, one typically use only up to two seasonal models, leaving the last one to default.
<hangar>			baseColor for hangar-dedicated model variant, when necessary.

