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== On most objects in rules(md).ini ==
{{Flag
{{Flag
|name={{PAGENAME}}
|name={{PAGENAME}}
Line 15: Line 13:
|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
|rp=yes
}}
}}
Specifies the section from {{ini|art}} which contains this object's graphical parameters such as cameos, firing offsets, attached animations, movement sequence, etc. When not specified, the object art used is that of its own name, so having <tt>Image=CAWS01DM</tt> in [CAWS01DM] is redundant.


Specifies the section from {{Tt|[[Art|art(md).ini]]}} which contains this object's graphical representation parameters such as cameos, firing offsets, and the like.
The exception to this is Tiberium in TS (and Ore/Gems in RA2) which uses a lookup table of values. See [[Tiberiums]] for details.
(See also [[How The Engine Uses Files]].)
 
For [[AircraftTypes]]
if we specify Image=any turret <b>(GTNKTUR,HTNKTUR,LTNKTUR)</b> We need to add tags. {{f|Voxel|yes|Link}} Go to section <b>GTNKTUR,HTNKTUR,LTNKTUR</b>
 
within [[Artmd.ini]] even though <b>GTNKTUR,HTNKTUR,LTNKTUR</b> are [[Voxel]] files, If you don't do this you will get {{f|Internal Error|004145BD|Link}}.
 
For [[Red Alert]], setting <b><font style="color:red">Image=none</font></b> for [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] will give the following results.
 
*[[VehicleTypes]] [[Image]] and [[Cameo]] will be displayed blank. And when it's completed, there will be a continuous <b>READY</b> message in the [[Cameo]] section.
[[File:Image=noe for Ra1.png]]
*[[AircraftTypes]] [[Image]] and [[Cameo]] will be displayed blank.
 
*[[BuildingTypes]] [[Cameo]] will be displayed blank.
 
== On '''{{f|Tiberiums|link}}''' ==


{{Flag
==In {{ini|rules}}==
|files={{Categ|ini=rules}}
The substitute art requested by <tt>Image=</tt> must have a valid {{ini|art}} entry, and where appropriate, specifies what type of art, such as a voxel. This is especially important when specifying substitute voxel art, as the game assumes art is in [[Shape|sprite]] format, unless specified in its art section, and without it bad things can happen. Therefore referencing voxel turret art directly in [[VoxelAnims]], requires first creating a section for it in {{ini|art}} with {{f|Voxel|yes|link}}.
|values={{values|unsigned integers}}
|default=?
|types={{Categ|Tiberiums}}
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}


{{NeedsTesting}}
In {{ra}}, setting <tt>Image=none</tt> for [[VehicleTypes]], [[AircraftTypes]], [[BuildingTypes]] will give the following results:
*[[VehicleTypes]] Image and [[Cameo]] will be displayed blank. When built, there will be a continuous <b>READY</b> message over its [[Cameo]] slot.


Depending on the value given (0 to 4), the game will use a certain index in the OverlayTypes array, plus the following 11 entries.
*[[AircraftTypes]] Image and [[Cameo]] will be displayed blank.


=== in TS ===
*[[BuildingTypes]] only the [[Cameo]] will be displayed blank.
* Image=0 and Image=1 will use OverlayType index #102.
* Image=2 will use OverlayType index #28 and will only use that one entry, it is hardcoded to use only one entry.
* Image=3 will use OverlayType index #127.
* Image=4 will use OverlayType index #150.


=== In YR ===
==In {{ini|art}}==
When used in art(md).ini, this acts like a redirect. Image therefore instructs the game to use another object for the art, but it retains many or all of the traits of the first object with the <tt>Image=</tt> tag. Many [[BuildingTypes|building]] animations, especially for damaged states, reuse the undamaged artwork this way, instructing the virtual damaged art object to use the real undamaged art.


* Image=2 will use OverlayType index #27 and will only use that one entry, it is hardcoded to use only one entry.
Image is also ignored when added to the various unit types. One example of this is the [CAML] infantry in YR has Image=JOSH, and yet it correctly displays CAML.SHP anyway. [[Projectile]] and [[Particles|particle]] art is handled similarly, the art can only be selected from {{ini|rules}}.
* Image=3 will use OverlayType index #127.
* Image=4 will use OverlayType index #147.
* All other values will use OverlayType index #102.


== On Animations and other objects in art(md).ini ==
==See Also==
[[AltImage]]


{{Flag
[[AlternateArcticArt]]
|files={{Categ|ini=art}}
|values={{values|Strings|art(md).ini sections}}
|default=same as section name
|types={{Categ|BuildingTypes}}, {{Categ|Animations}}
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}


When used in art(md).ini, this flag also refers to an art(md).ini section as well, but it only uses the referred section to derive a filename of the SHP file to use.
[[NoSpawnAlt]]


This flag does '''not''' work on InfantryTypes, VehicleTypes and AircraftTypes in art(md).ini sections. This is evident by looking at the following code snippets from unmodded artmd.ini:
[[How The Engine Uses Files]]
<pre>[CAML]
Image=JOSH
[BFRT]
Image=SREF</pre>

Latest revision as of 12:59, 11 April 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: Image
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: art(md).ini sections)
Default: same as section name
Applicable to: InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes, Projectiles, ParticleSystems, Particles, OverlayTypes, VoxelAnims


Specifies the section from art(md).ini which contains this object's graphical parameters such as cameos, firing offsets, attached animations, movement sequence, etc. When not specified, the object art used is that of its own name, so having Image=CAWS01DM in [CAWS01DM] is redundant.

The exception to this is Tiberium in TS (and Ore/Gems in RA2) which uses a lookup table of values. See Tiberiums for details.

In rules(md).ini

The substitute art requested by Image= must have a valid art(md).ini entry, and where appropriate, specifies what type of art, such as a voxel. This is especially important when specifying substitute voxel art, as the game assumes art is in sprite format, unless specified in its art section, and without it bad things can happen. Therefore referencing voxel turret art directly in VoxelAnims, requires first creating a section for it in art(md).ini with Voxel=yes.

In Red Alert, setting Image=none for VehicleTypes, AircraftTypes, BuildingTypes will give the following results:

  • VehicleTypes Image and Cameo will be displayed blank. When built, there will be a continuous READY message over its Cameo slot.

In art(md).ini

When used in art(md).ini, this acts like a redirect. Image therefore instructs the game to use another object for the art, but it retains many or all of the traits of the first object with the Image= tag. Many building animations, especially for damaged states, reuse the undamaged artwork this way, instructing the virtual damaged art object to use the real undamaged art.

Image is also ignored when added to the various unit types. One example of this is the [CAML] infantry in YR has Image=JOSH, and yet it correctly displays CAML.SHP anyway. Projectile and particle art is handled similarly, the art can only be selected from rules(md).ini.

See Also

AltImage

AlternateArcticArt

NoSpawnAlt

How The Engine Uses Files