Done.
How it works:
1. if you add sprite sheet called "CustomArmorPreviews" you will override vanilla behaviour (use basescape palette!); otherwise business as usual
2. the sprites are 12x20 pixels (but only 10x18 pixels are used, topleft)
3. you can specify the index from the spritesheet to use by new armor attribute called "customArmorPreviewIndex", default is 0
4. preview shows soldiers in the order of deployment, maximum 22 though... sorry no more space on the screen
Sample screenshot and sample mod for experimentation is attached.
Download will be available soon in my main thread for OXCE+.
Ruleset example:
extraSprites:
- type: CustomArmorPreviews
width: 48
height: 20
subX: 12
subY: 20
files:
0: Resources/UI/custom-armor-previews.png
armors:
- type: STR_PIR_NONE_UC
customArmorPreviewIndex: 0
- type: STR_BASIC_ARMOR_UC
customArmorPreviewIndex: 1
- type: STR_TAC_VEST_UC
customArmorPreviewIndex: 2
- type: STR_PERSONAL_ARMOR_UC
customArmorPreviewIndex: 3
PS: @Dioxine, your custom graphics seems to be misaligned (doesn't start at [0,0])... that's why also the screenshot has alignment issue with crew vs equipment