Image: Difference between revisions
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{{ | {{Flag | ||
The | |name={{PAGENAME}} | ||
|files={{Categ|ini=rules}} | |||
|values={{values|Strings|art(md).ini sections}} | |||
|default=same as section name | |||
|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}, {{Categ|Projectile|Projectiles}}, {{Categ|ParticleSystems}}, {{Categ|Particles}}, {{Categ|OverlayTypes}}, {{Categ|VoxelAnims}} | |||
|ra=yes | |||
|cs=yes | |||
|am=yes | |||
|ts=yes | |||
|fs=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=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. | |||
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 {{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}}. | |||
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. | |||
*[[AircraftTypes]] Image and [[Cameo]] will be displayed blank. | |||
*[[BuildingTypes]] only the [[Cameo]] will be displayed blank. | |||
==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 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}}. | |||
==See Also== | |||
[[AltImage]] | |||
[[AlternateArcticArt]] | |||
[[NoSpawnAlt]] | |||
[[How The Engine Uses Files]] | |||
Latest revision as of 12:59, 11 April 2025
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| 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.
- AircraftTypes Image and Cameo will be displayed blank.
- BuildingTypes only the Cameo will be displayed blank.
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.





